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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10109

Last change on this file since 10109 was 10109, checked in by nicolasc, 17 years ago

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[6868]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
[7193]22#include "util/loading/resource_manager.h"
[6868]23
24#include "weapons/test_gun.h"
[9970]25#include "weapons/light_blaster.h"
26#include "weapons/medium_blaster.h"
27#include "weapons/heavy_blaster.h"
[10023]28#include "weapons/swarm_launcher.h"
[9970]29#include "weapons/boomerang_gun.h"
[6868]30#include "weapons/turret.h"
31#include "weapons/cannon.h"
32
[9869]33#include "particles/dot_emitter.h"
[10073]34#include "particles/emitter_node.h"
[9869]35#include "particles/sprite_particles.h"
[10081]36#include "effects/explosion.h"
37#include "effects/trail.h"
[6868]38
[7193]39#include "util/loading/factory.h"
[6868]40#include "key_mapper.h"
41
42#include "network_game_manager.h"
[8708]43#include "shared_network_data.h"
[6868]44
45#include "power_ups/weapon_power_up.h"
46#include "power_ups/param_power_up.h"
47
48#include "graphics_engine.h"
49
50#include "plane.h"
51
52#include "state.h"
53#include "player.h"
54
[7193]55#include "util/loading/load_param.h"
[10020]56#include "time.h"
[6868]57
[10096]58#include "track/track.h"
[7056]59
[10096]60
[6868]61// #include "lib/gui/gl_gui/glgui_bar.h"
62// #include "lib/gui/gl_gui/glgui_pushbutton.h"
63
64
[9869]65#include "class_id_DEPRECATED.h"
66ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
67CREATE_FACTORY(SpaceShip);
[9406]68
[9061]69#include "script_class.h"
[9869]70CREATE_SCRIPTABLE_CLASS(SpaceShip,
71                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
72                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
73                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
74                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
75                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
76                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
77                        //Coordinates
78                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
79                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
80                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
81                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
[10017]82                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
[9061]83                       );
[6868]84
85/**
86 *  destructs the spaceship, deletes alocated memory
87 */
88SpaceShip::~SpaceShip ()
89{
[6986]90  this->setPlayer(NULL);
[6868]91}
92
93/**
94 * loads a Spaceships information from a specified file.
95 * @param fileName the name of the File to load the spaceship from (absolute path)
96 */
[7221]97SpaceShip::SpaceShip(const std::string& fileName)
[10019]98    : secWeaponMan(this) //,
99    //supportedPlaymodes(Playable::Vertical) ,
100    //playmode(Playable::Vertical)
[6868]101{
102  this->init();
103  TiXmlDocument doc(fileName);
104
105  if(!doc.LoadFile())
106  {
[7221]107    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
[6868]108    return;
109  }
110
111  this->loadParams(doc.RootElement());
112}
113
114/**
115 *  creates a new Spaceship from Xml Data
116 * @param root the xml element containing spaceship data
117
118   @todo add more parameters to load
119*/
120SpaceShip::SpaceShip(const TiXmlElement* root)
[10019]121    : secWeaponMan(this) //,
122    //supportedPlaymodes(Playable::Vertical) ,
123    //playmode(Playable::Vertical)
[6868]124{
125  this->init();
[10081]126  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
[6868]127  if (root != NULL)
128    this->loadParams(root);
129
130}
131
132
133/**
134 * initializes a Spaceship
135 */
136void SpaceShip::init()
137{
[9998]138
[10022]139  srand(time(0));   //initialize Random Nomber Generator
140
[9869]141  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
142  this->registerObject(this, SpaceShip::_objectList);
[6868]143  PRINTF(4)("SPACESHIP INIT\n");
144
145  //weapons:
[10098]146 
[9996]147  Weapon* wpRight1 = new LightBlaster ();
[10073]148  wpRight1->setName( "LightBlaster");
149  wpRight1->setParent( this);
[9996]150  Weapon* wpLeft1 = new LightBlaster ();
[10073]151  wpLeft1->setName( "LightBlaster");
[10098]152  wpLeft1->setParent( this);
[6868]153
[9996]154  Weapon* wpRight2 = new MediumBlaster ();
[10073]155  wpRight2->setName( "MediumBlaster");
156  wpRight2->setParent( this);
[9996]157  Weapon* wpLeft2 = new MediumBlaster ();
[10073]158  wpLeft2->setName( "MediumBlaster");
159  wpLeft2->setParent( this);
[10098]160 
[10030]161  Weapon* wpRight3 = new HeavyBlaster ();
[10073]162  wpRight3->setName( "HeavyBlaster");
163  wpRight3->setParent( this);
[9996]164  Weapon* wpLeft3 = new HeavyBlaster ();
[10073]165  wpLeft3->setName( "HeavyBlaster");
[10098]166  wpLeft3->setParent( this);
[9996]167
[10023]168  Weapon* cannon = new SwarmLauncher();
[10073]169  cannon->setName( "SwarmLauncher");
170  cannon->setParent( this);
[6868]171
[9961]172
[10098]173  this->weaponMan.addWeapon( wpLeft1, 0, 0);
174  this->weaponMan.addWeapon( wpRight1, 0, 1);
[10016]175  this->weaponMan.addWeapon( wpLeft2, 0, 2);
176  this->weaponMan.addWeapon( wpRight2, 0, 3);
[10098]177  this->weaponMan.addWeapon( wpLeft3, 0, 4);
178  this->weaponMan.addWeapon( wpRight3, 0, 5);
[9998]179
[10023]180  this->secWeaponMan.addWeapon( cannon, 1, 0);
[9961]181
[9965]182  this->weaponMan.changeWeaponConfig(0);
[10023]183  this->secWeaponMan.changeWeaponConfig(1);
[9961]184
[10098]185  wpRight1->requestAction(WA_ACTIVATE);
186  wpLeft1->requestAction(WA_ACTIVATE);
[9996]187  wpRight2->requestAction(WA_ACTIVATE);
188  wpLeft2->requestAction(WA_ACTIVATE);
[10098]189  wpRight3->requestAction(WA_ACTIVATE);
190  wpLeft3->requestAction(WA_ACTIVATE);
[9998]191
[9961]192  cannon->requestAction(WA_ACTIVATE);
[9965]193
[9970]194  curWeaponPrimary    = 0;
195  curWeaponSecondary  = 0;
[9965]196
197  Playable::weaponConfigChanged();
198
[9970]199  reactorOutput     = 10;
[9965]200
[9970]201  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
202  engineSpeedBase   = 5;
203  shieldRegen       = 2;
204
205  shieldEnergyShare = 0.3;
206  weaponEnergyShare = 0.3;
207  engineEnergyShare = 0.4;
208
209  shieldCur         = 20;
210  shieldMax         = 100;
[10020]211  shieldTH          = .2* shieldMax;   // shield power must be 20% before shield kicks in again
[9970]212
[10024]213  electronicCur = 50;
[10022]214  electronicMax = 50;
[10020]215  electronicRegen   = 3;
216  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
217
[6868]218
[9970]219  this->loadModel("models/ships/mantawing.obj");
[10017]220  //this->setVisibiliy(false);
[6868]221
[10017]222  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
223 
[6868]224
[9970]225  this->setHealthMax(shieldMax);
226  this->setHealth(shieldCur);
[6868]227
[10017]228  this->travelNode = new PNode();
229
230  // camera - issue
231  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
232  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
233
[6868]234
[9965]235
[6868]236  //add events to the eventlist
[6997]237  registerEvent(KeyMapper::PEV_FORWARD);
238  registerEvent(KeyMapper::PEV_BACKWARD);
[6868]239  registerEvent(KeyMapper::PEV_LEFT);
240  registerEvent(KeyMapper::PEV_RIGHT);
241  //registerEvent(SDLK_q);
242  //registerEvent(SDLK_e);
243  registerEvent(KeyMapper::PEV_FIRE1);
[9958]244  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
[6868]245  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
246  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
247  //registerEvent(SDLK_PAGEUP);
248  //registerEvent(SDLK_PAGEDOWN);
249  registerEvent(EV_MOUSE_MOTION);
250
[10073]251  this->weaponMan.setParentEntity( this);
252  this->secWeaponMan.setParentEntity( this);
253
[9965]254  this->weaponMan.setSlotCount(6);
[6868]255
[10064]256  this->weaponMan.setSlotPosition(0, Vector(-2.6, 0, -3.0));
[9965]257  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]258
[10064]259  this->weaponMan.setSlotPosition(1, Vector(-2.6, 0, 3.0));
[9965]260  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]261
[10064]262  this->weaponMan.setSlotPosition(2, Vector(-1.5, 0, -.5));
[9965]263  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[6868]264
[10064]265  this->weaponMan.setSlotPosition(3, Vector(-1.5, 0, .5));
[9965]266  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[6868]267
[10064]268  this->weaponMan.setSlotPosition(4, Vector(-1.5, 0, .5));
[9965]269  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
[6868]270
[10064]271  this->weaponMan.setSlotPosition(5, Vector(-1.5, 0, -.5));
[9965]272  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9961]273
274  this->secWeaponMan.setSlotCount(6);
275
[10073]276  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
[9961]277  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
278
[10073]279  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
[9961]280  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
281
[10073]282  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
[9961]283  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
284
[10073]285  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
[9961]286  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
287
[10073]288  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
[9961]289  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
290
[10073]291  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
[9961]292  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9965]293
[6868]294
[9965]295  this->weaponMan.getFixedTarget()->setParent(this);
296  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]297
[9998]298 
[9961]299  this->secWeaponMan.getFixedTarget()->setParent(this);
300  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]301  this->secWeaponMan.setRotationSpeed(0);
[6868]302
[9965]303  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
[9961]304
[6868]305
[10017]306  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
307  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
308  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
309  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
310  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
311  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
[10023]312  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
[10017]313  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
314
315  //this->airFriction = 0.5f;
[10019]316  this->travelDistancePlus = Vector2D(38.0, 43.0);
317  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
[10017]318  this->cameraSpeed = 40;
[10019]319  this->cameraLook = 0.0f;
320  //this->airFriction = 0.0f;
[10017]321
[10020]322  srand(time(0));  //initaialize RNG
323
[10017]324  this->travelNode->debugDraw();
[10032]325
326  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
[10081]327
328 
[10098]329  this->trail = new Trail( 10, 10, .2, this);
[10095]330  //this->trail->setParent( this);
[10081]331  this->trail->setTexture( "maps/engine.png");
332
[10098]333  this->trailL = new Trail( 10, 10, .2, this);
[10095]334  //this->trailL->setParent( this);
[10081]335  this->trailL->setTexture( "maps/engine.png");
336
[10098]337  this->trailR = new Trail( 10, 10, .2, this);
[10095]338  //this->trailR->setParent( this);
[10081]339  this->trailR->setTexture( "maps/engine.png");
[10098]340
341 
342  this->toList(OM_GROUP_00);
[6868]343}
344
345
346/**
347 * loads the Settings of a SpaceShip from an XML-element.
348 * @param root the XML-element to load the Spaceship's properties from
349 */
350void SpaceShip::loadParams(const TiXmlElement* root)
351{
352  Playable::loadParams(root);
[10032]353
354  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
[6868]355}
356
[10032]357
[10017]358void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
[7056]359{
[10032]360  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
[7056]361}
[6868]362
[7085]363void SpaceShip::reset()
364{
[10017]365  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
[7056]366
[10017]367  //xMouse = yMouse = 0;
[7085]368
369  this->setHealth(80);
370  this->velocity = Vector(0.0, 0.0, 0.0);
371}
372
373
[6868]374void SpaceShip::enter()
375{
[10004]376  this->secWeaponMan.showCrosshair();
[10095]377  this->toList( OM_GROUP_01 );
[10109]378 
[10095]379  for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
[10078]380  {
[10095]381    if( likely( dynamic_cast<Weapon*>(*it) != NULL))
[10098]382      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01);
[10109]383  }
[10004]384  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
[10019]385  //this->attachCamera();
[10032]386 // this->setPlaymode(Playable::Horizontal);
[6868]387}
388
389void SpaceShip::leave()
390{
[10004]391  this->secWeaponMan.hideCrosshair();
[10095]392  this->toList( OM_GROUP_00);
[10109]393 
[10095]394  for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
[10078]395  {
[10095]396    if( likely( dynamic_cast<Weapon*>(*it) != NULL))
[10098]397      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00);
[10109]398  }
[10004]399  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
[10019]400  //this->detachCamera();
[6868]401}
402
403
404/**
405 *  effect that occurs after the SpaceShip is spawned
406*/
407void SpaceShip::postSpawn ()
408{
409  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
410}
411
412/**
413 *  the action occuring if the spaceship left the game
414*/
415void SpaceShip::leftWorld ()
[10073]416{
417
[10064]418}
[6868]419
420WorldEntity* ref = NULL;
421/**
422 *  this function is called, when two entities collide
423 * @param entity: the world entity with whom it collides
424 *
425 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
426 */
427void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
428{
[10081]429  PRINTF(0)("SPACESHIP COLLIDED WITH %s\n",entity->getCName());
[6868]430}
431
432/**
433 *  draws the spaceship after transforming it.
434*/
435void SpaceShip::draw () const
436{
437  WorldEntity::draw();
438
[10081]439  glMatrixMode(GL_MODELVIEW);
440  glPushMatrix();
441
442  float matrix[4][4];
443  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
444  this->getAbsDir().matrix (matrix);
445  glMultMatrixf((float*)matrix);
446  //glScalef(2.0, 2.0, 2.0);  // no double rescale
447 
448  this->trail->draw();
449 
450  glTranslatef(0,0,-.5);
451  this->trailL->draw();
452
453  glTranslatef(0,0,1);
454  this->trailR->draw();
455  glPopMatrix();
[6868]456  //this->debug(0);
457}
458
459/**
460 *  the function called for each passing timeSnap
461 * @param time The timespan passed since last update
462*/
463void SpaceShip::tick (float time)
464{
[9961]465  // Playable::tick(time);$
[6868]466
[9961]467  // Own Tick Setup, as a different fire routine is used on the weapon manager
[9965]468  this->weaponMan.tick(time);
[9961]469  this->secWeaponMan.tick(time);
470
[10020]471  if( this->systemFailure() )
472    bFire = bSecFire = false;
473
[10037]474  // fire reqeust/release for primary weapons
[9965]475  if( this->bFire)
476    this->weaponMan.fire();
[10036]477  else
478    this->weaponMan.releaseFire();
479
[10037]480  // fire reqeust/release for secondary weapons
[9961]481  if( this->bSecFire)
482    this->secWeaponMan.fire();
[10036]483  else
484    this->secWeaponMan.releaseFire();
[10096]485   
486  // Tracktick
487  if(this->entityTrack)
488    this->entityTrack->tick(time);
[9961]489
[9970]490
491  // Shield Regeneration and other regular calculations on the ship
492  this->regen(time);
493
494  // Weapon Regeneration and other regular calculations on the ship
[9965]495  this->weaponRegen(time);
496
[9970]497  // current engine speed output
498  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
499
[10043]500  // calculation of maxSpeed and acceleration:
501  this->travelSpeed = this->engineSpeedCur * 5;
502  this->acceleration = this->travelSpeed * 2;
[9970]503
[10017]504  this->movement(time);
505
506   // TRYING TO FIX PNode.
507  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
508  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
509
[10095]510 
511  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
512  this->oldPos    = this->getAbsCoor();
513
[10081]514  this->trail->tick(time);
515  this->trailL->tick(time);
516  this->trailR->tick(time);
[10095]517
[6868]518  //orient the spaceship in direction of the mouse
[10017]519  /*
[9869]520  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
521  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
[6868]522    this->setAbsDir( rotQuat);
[9869]523  //this->setAbsDirSoft(mouseDir,5);
[10017]524  */
[6868]525
526  // this is the air friction (necessary for a smooth control)
[10017]527  /*
[6868]528  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
529  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
[10017]530  */
[6868]531
532  //other physics (gravity)
533  //if(travelSpeed < 120)
534  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
535
536  //hoover effect
537  //cycle += time;
538  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
539
540  //readjust
541  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
542  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
543
544  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
545
[10017]546  /*
[6868]547  this->shiftCoor(move);
[10017]548  */
[6868]549
[9869]550  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
[6868]551
552}
553
554/**
555 * @todo switch statement ??
556 */
557void SpaceShip::process(const Event &event)
558{
[9961]559  //Playable::process(event);
[6868]560
561  if( event.type == KeyMapper::PEV_LEFT)
[10017]562    this->bLeft = event.bPressed;
[6868]563  else if( event.type == KeyMapper::PEV_RIGHT)
[10017]564    this->bRight = event.bPressed;
[6997]565  else if( event.type == KeyMapper::PEV_FORWARD)
[10017]566    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]567  else if( event.type == KeyMapper::PEV_BACKWARD)
[10017]568    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[9961]569  else if( event.type == KeyMapper::PEV_FIRE2)
570    this->bSecFire = event.bPressed;
[9958]571  else if( event.type == KeyMapper::PEV_FIRE1)
[9965]572    this->bFire = event.bPressed;
[10017]573
574
575  /*
[6868]576  else if( event.type == EV_MOUSE_MOTION)
577  {
[9961]578
[6868]579    this->xMouse += event.xRel;
580    this->yMouse += event.yRel;
581  }
[10017]582  */
[6868]583}
584
[9235]585void SpaceShip::destroy( WorldEntity* killer )
[9008]586{
[10107]587  PRINTF(5)("spaceship destroy\n");
[10095]588 
[10073]589  EmitterNode* node  = NULL;
590  DotEmitter* emitter = NULL;
591  SpriteParticles*  explosionParticles  = NULL;
[10064]592
[10107]593  explosionParticles = new SpriteParticles(200);
594  explosionParticles->setName("SpaceShipExplosionParticles");
595  explosionParticles->setLifeSpan(.2, .3);
[10073]596  explosionParticles->setRadius(0.0, 10.0);
597  explosionParticles->setRadius(.5, 6.0);
598  explosionParticles->setRadius(1.0, 3.0);
[10098]599  explosionParticles->setColor(0.0, 1,1,1,.9);
600  explosionParticles->setColor(0.1,  1,1,0,.9);
601  explosionParticles->setColor(0.5, .8,.4,0,.5);
[10107]602  explosionParticles->setColor(1.0, .2,.2,.2,.5);
[10064]603
[10073]604 
[10107]605  emitter = new DotEmitter( 2000, 70, 360);
606  //emitter->setSpread( 0, M_2_PI);
607  emitter->setEmissionRate( 200.0);
[10098]608  //emitter->setEmissionVelocity( 200.0);
[10107]609  //emitter->setSystem( explosionParticles);
610  //emitter->setAbsCoor( this->getAbsCoor());
[10064]611
[10107]612  node  = new EmitterNode( .1f);
[10073]613  node->setupParticle( emitter, explosionParticles);
[10107]614  node->setAbsDir( this->getAbsDir());
615  node->setVelocity( this->getVelocity() * .9f);
[10073]616  node->setAbsCoor( this->getAbsCoor());
[10107]617  if( !node->start())
618    PRINTF(0)("Explosion node not correctly started!");
619
[10095]620/*
[10081]621  PNode* node          = new PNode();
622  node->setAbsCoor(this->getAbsCoor());
623  Explosion* explosion = new Explosion();
624  explosion->explode( node, Vector(5,5,5));
[10095]625*/
[10073]626
[10107]627  if( this->hasPlayer())
628  {
629        this->setAbsCoor(Vector(-10000,10000,10000));
630        this->hide();
631  }
632  else
633  {
634    this->setAbsCoor( this->getAbsCoor() + Vector(150,0,0) + Vector(1,0,0) * VECTOR_RAND(50).dot(Vector(1,0,0)));
635  }
636
[9008]637}
[6868]638
[9008]639void SpaceShip::respawn( )
640{
[10107]641  this->unhide();
[10081]642  /*for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
643  {
644    if( dynamic_cast<WorldEntity*>(*it) != NULL)
645      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00);
646  }*/
[10098]647  /*
[10095]648  if( this->hasPlayer())
649  {
[10081]650    this->toList( OM_GROUP_01);
[10095]651    for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
652        {
653          if( likely( dynamic_cast<Weapon*>(*it) != NULL))
654                dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00_PROJ);
655        }
656  }
[10081]657  else
[10095]658  {
659    this->toList( OM_GROUP_00);
660    for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
661        {
662          if( likely( dynamic_cast<Weapon*>(*it) != NULL))
663                dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01_PROJ);
664        }
[10098]665  }*/
[10081]666
[9008]667}
[6868]668
669
[9957]670void SpaceShip::damage(float pDamage, float eDamage){
[10081]671  PRINTF(0)("ship hit for (%f,%f) \n",pDamage,eDamage);
672
[10064]673  if( this->shieldActive) {
[9950]674    if( this->shieldCur > pDamage) {
675      this->shieldCur = this->shieldCur - pDamage;
676    }
677    else { // shield <= pDamage
[9987]678      this->shieldCur -=pDamage;
679      this->shieldActive = false; //shield collapses
[10081]680      pDamage += this->shieldCur;
[9950]681      if( !this->shieldActive) {
[9957]682        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
[9953]683        this->electronicCur -= eDamage;
[9950]684      }
685    }
686  }
687  else {
688    this->armorCur = this->armorCur - pDamage;
689    this->electronicCur = this->electronicCur - eDamage;
690  }
691  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
[10064]692    this->destroy(this);
[9950]693}
694
[9987]695
[9957]696void SpaceShip::regen(float time){
697  float tmp;
[9963]698  if (this->armorCur != this->armorMax || this->armorRegen != 0){
699    tmp = this->armorCur + this->armorRegen * time;
700    if ( tmp > electronicMax)
701      this->armorCur = this->armorMax;
702    else
703      this->armorCur = tmp;
704  }
705  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
[9970]706    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
[9957]707    if( tmp > shieldMax)
[9953]708      this->shieldCur = this->shieldMax;
709    else
[9957]710      this->shieldCur = tmp;
711    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
[9953]712  }
[9970]713
714  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
715
[9963]716  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
[9957]717    tmp = this->electronicCur + this->electronicRegen * time;
718    if ( tmp > electronicMax)
[9953]719      this->electronicCur = this->electronicMax;
720    else
[9957]721      this->electronicCur = tmp;
[9953]722  }
[9950]723}
[9965]724
[9987]725
[9965]726/**
727 * Weapon regeneration
728 * does not use any reactor capacity, as it wouldn't work in a consistent way.
729 */
730void SpaceShip::weaponRegen(float time)
731{
732  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
733  Weapon* weapon;
[9987]734  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
[9965]735  {
736    weapon = this->weaponMan.getWeapon(i);
737    if( weapon != NULL && weapon->isActive())
738    {
739      weapon->increaseEnergy( energy);
740    }
741
742  }
743  // weaponMan.increaseAmmunition( weapon, energy);
744}
[9975]745
[9987]746
[9975]747void SpaceShip::enterPlaymode(Playable::Playmode playmode)
748{
[10017]749  switch(playmode)
750  {
751    case Playable::Full3D:
752      /*
753      if (State::getCameraNode != NULL)
754      {
755        Vector absCoor = this->getAbsCoor();
756        this->setParent(PNode::getNullParent());
757        this->setAbsCoor(absCoor);
758        State::getCameraNode()->setParentSoft(&this->cameraNode);
759        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
760        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
761        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
762
763      }
764      */
765      //break;
766
[10032]767      break;
768    case Playable::Horizontal:
[10017]769      if (State::getCameraNode != NULL)
770      {
771        this->debugNode(1);
772        this->travelNode->debugNode(1);
773
774        this->travelNode->setAbsCoor(this->getAbsCoor());
775        this->travelNode->updateNode(0.01f);
776
[10098]777        this->setParent(this->travelNode);
[10017]778        this->setRelCoor(0,0,0);
779
[10098]780        State::getCameraNode()->setParentSoft(this->travelNode);
781        //State::getCameraNode()->setParentSoft(this);
[10032]782        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
[10098]783        State::getCameraTargetNode()->setParentSoft(this->travelNode);
784        //State::getCameraTargetNode()->setParentSoft(this);
[10019]785        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
[10017]786
787        this->debugNode(1);
788        this->travelNode->debugNode(1);
789      }
790      break;
791
792    default:
793      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
794  }
[9975]795}
796
[10017]797/**
798 * @brief calculate the velocity
799 * @param time the timeslice since the last frame
800*/
[9987]801
[9975]802void SpaceShip::movement (float dt)
803{
[10019]804  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
805  //the ship doesn't slide too much.
806  float airCoeff = 2.5;
807  float pi = 3.14;
[10098]808 
[10017]809
[10032]810  switch(this->getPlaymode())
[10017]811  {
[10032]812    case Playable::Horizontal:
[10017]813    {
[10032]814      // these routines will change the travel movement into zero in a short amout of time, if the player
815      // doesn't press any buttons.
[10098]816      if (this->travelVelocity.x >= 0)
[10017]817      {
[10098]818        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
819          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
[10032]820        else
[10098]821          this->travelVelocity.x = 0;
[10017]822      }
823      else
824      {
[10098]825        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
826          this->travelVelocity.x += airCoeff* this->acceleration * dt;
[10032]827        else
[10098]828          this->travelVelocity.x = 0;
[10017]829      }
[10098]830      if (this->travelVelocity.z >= 0)
[10017]831      {
[10098]832        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
833          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
[10032]834        else
[10098]835          this->travelVelocity.z = 0;
[10017]836      }
837      else
838      {
[10098]839        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
840          this->travelVelocity.z += airCoeff* this->acceleration * dt;
[10032]841        else
[10098]842          this->travelVelocity.z = 0;
[10017]843      }
[10032]844   
845      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
846      // and its continuing to slide a bit.
847      Vector oldCoor = this->getRelCoor();
848      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
849      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
850      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
851      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
852   
853      if( this->systemFailure() )
854        bForward = bBackward = bLeft = bRight = false;
855   
856      if( this->bForward )
[10019]857      {
[10032]858        if(this->getRelCoor().x < this->travelDistancePlus.x)
859        {
[10098]860          if (this->travelVelocity.x < this->travelSpeed)
[10032]861          {
[10098]862            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
[10032]863          }
864          else
865          {
[10098]866            this->travelVelocity.x = this->travelSpeed;
[10032]867          }
868        }
869        else
870        {
[10098]871          this->travelVelocity.x = 0.0f;
[10032]872        }
[10019]873      }
[10032]874   
875      if( this->bBackward )
[10019]876      {
[10032]877        if(this->getRelCoor().x > this->travelDistanceMinus.x)
878        {
[10098]879          if (this->travelVelocity.x > -this->travelSpeed)
[10032]880          {
[10098]881            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
[10032]882          }
883          else
884          {
[10098]885            this->travelVelocity.x = -this->travelSpeed;
[10032]886          }
887        }
888        else
889        {
[10098]890          this->travelVelocity.x = 0.0f;
[10032]891        }
[10019]892      }
[10032]893   
894      if( this->bLeft)
[10019]895      {
[10032]896        if(this->getRelCoor().z > this->travelDistanceMinus.y)
897        {
[10098]898          if (this->travelVelocity.z > -this->travelSpeed)
[10032]899          {
[10098]900            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
[10032]901          }
902          else
903          {
[10098]904            this->travelVelocity.z = -this->travelSpeed;
[10032]905          }
906        }
907        else
908        {
[10098]909          this->travelVelocity.z = 0.0f;
[10032]910        }
[10043]911        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
[10019]912      }
[10032]913   
914      if( this->bRight)
[10019]915      {
[10032]916        if(this->getRelCoor().z < this->travelDistancePlus.y)
917        {
[10098]918          if (this->travelVelocity.z < this->travelSpeed)
[10032]919          {
[10098]920            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
[10032]921          }
922          else
923          {
[10098]924            this->travelVelocity.z = this->travelSpeed;
[10032]925          }
926        }
927        else
928        {
[10098]929          this->travelVelocity.z = 0.0f;
[10032]930        }
[10043]931        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
[10019]932      }
[10032]933      if (!this->bRight && !this->bLeft)
934      {
[10043]935        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
[10032]936      }
937
[10043]938    //normalisation of the vectors (vector sum must be <= travelspeed)
[10098]939    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
[10043]940    if (xzNorm > this->travelSpeed)
941    {
[10098]942      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
943      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
[10043]944    }
[10032]945
[10099]946    //this moves camera and ship along the travel path.
[10043]947    this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
[10099]948
[10043]949    break;
[10019]950    }
[10032]951    case Playable::Vertical:
952      break;
[10017]953    default:
[10032]954      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
[10017]955  }
[10099]956   //set new coordinates calculated through key- events.
[10098]957  this->shiftCoor (this->travelVelocity * dt);
[9975]958}
[10017]959
[10032]960void SpaceShip::setPlaymodeXML(const std::string& playmode)
961{
962  this->setPlaymode(Playable::stringToPlaymode(playmode));
963}
964
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