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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10224

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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"
[10170]29#include "weapons/spike_launcher.h"
[10196]30#include "weapons/spike_thrower.h"
[9970]31#include "weapons/boomerang_gun.h"
[6868]32#include "weapons/turret.h"
33#include "weapons/cannon.h"
34
[10120]35#include "elements/glgui_energywidgetvertical.h"
36
[9869]37#include "particles/dot_emitter.h"
[10073]38#include "particles/emitter_node.h"
[9869]39#include "particles/sprite_particles.h"
[10081]40#include "effects/trail.h"
[6868]41
[10154]42#include "effects/wobblegrid.h"
43
[7193]44#include "util/loading/factory.h"
[6868]45#include "key_mapper.h"
46
47#include "network_game_manager.h"
[8708]48#include "shared_network_data.h"
[6868]49
50#include "power_ups/weapon_power_up.h"
51#include "power_ups/param_power_up.h"
52
53#include "graphics_engine.h"
54
55#include "plane.h"
56
57#include "state.h"
58#include "player.h"
59
[10113]60
[7193]61#include "util/loading/load_param.h"
[10020]62#include "time.h"
[6868]63
[10096]64#include "track/track.h"
[7056]65
[10096]66
[6868]67// #include "lib/gui/gl_gui/glgui_bar.h"
68// #include "lib/gui/gl_gui/glgui_pushbutton.h"
69
70
[9869]71#include "class_id_DEPRECATED.h"
72ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
73CREATE_FACTORY(SpaceShip);
[9406]74
[9061]75#include "script_class.h"
[9869]76CREATE_SCRIPTABLE_CLASS(SpaceShip,
77                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
78                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
79                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
80                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
81                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
82                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
83                        //Coordinates
84                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
85                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
86                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
87                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
[10017]88                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
[9061]89                       );
[6868]90
91/**
92 *  destructs the spaceship, deletes alocated memory
93 */
94SpaceShip::~SpaceShip ()
95{
[6986]96  this->setPlayer(NULL);
[6868]97}
98
99/**
100 * loads a Spaceships information from a specified file.
101 * @param fileName the name of the File to load the spaceship from (absolute path)
102 */
[7221]103SpaceShip::SpaceShip(const std::string& fileName)
[10019]104    : secWeaponMan(this) //,
105    //supportedPlaymodes(Playable::Vertical) ,
106    //playmode(Playable::Vertical)
[6868]107{
108  this->init();
109  TiXmlDocument doc(fileName);
110
111  if(!doc.LoadFile())
112  {
[7221]113    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
[6868]114    return;
115  }
116
117  this->loadParams(doc.RootElement());
118}
119
120/**
121 *  creates a new Spaceship from Xml Data
122 * @param root the xml element containing spaceship data
123
124   @todo add more parameters to load
125*/
126SpaceShip::SpaceShip(const TiXmlElement* root)
[10019]127    : secWeaponMan(this) //,
128    //supportedPlaymodes(Playable::Vertical) ,
129    //playmode(Playable::Vertical)
[6868]130{
131  this->init();
[10081]132  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
[6868]133  if (root != NULL)
134    this->loadParams(root);
135
136}
137
138
139/**
140 * initializes a Spaceship
141 */
142void SpaceShip::init()
143{
[9998]144
[10022]145  srand(time(0));   //initialize Random Nomber Generator
146
[9869]147  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
148  this->registerObject(this, SpaceShip::_objectList);
[6868]149  PRINTF(4)("SPACESHIP INIT\n");
[10121]150  this->weaponMan.setParentEntity( this);
[6868]151  //weapons:
[10098]152 
[9996]153  Weapon* wpRight1 = new LightBlaster ();
[10073]154  wpRight1->setName( "LightBlaster");
[10117]155  //wpRight1->setParent( this);
[9996]156  Weapon* wpLeft1 = new LightBlaster ();
[10073]157  wpLeft1->setName( "LightBlaster");
[10117]158  //wpLeft1->setParent( this);
[6868]159
[9996]160  Weapon* wpRight2 = new MediumBlaster ();
[10073]161  wpRight2->setName( "MediumBlaster");
[10117]162  //wpRight2->setParent( this);
[9996]163  Weapon* wpLeft2 = new MediumBlaster ();
[10073]164  wpLeft2->setName( "MediumBlaster");
[10117]165  //wpLeft2->setParent( this);
[10098]166 
[10152]167  Weapon* wpRight3 = new HeavyBlaster (1);
[10073]168  wpRight3->setName( "HeavyBlaster");
[10117]169  //wpRight3->setParent( this);
[10152]170  Weapon* wpLeft3 = new HeavyBlaster (0);
[10073]171  wpLeft3->setName( "HeavyBlaster");
[10117]172  //wpLeft3->setParent( this);
[9996]173
[10173]174  Weapon* cannon = new SwarmLauncher();
175  cannon->setName( "SwarmLauncher");
[6868]176
[10224]177  Weapon* spike = new SpikeThrower();
[10196]178  spike->setName( "SpikeThrower" );
[9961]179
[10224]180  Weapon* spike2 = new SpikeLauncher();
181  spike->setName( "SpikeLauncher" );
[10196]182
[10098]183  this->weaponMan.addWeapon( wpLeft1, 0, 0);
184  this->weaponMan.addWeapon( wpRight1, 0, 1);
[9998]185
[10121]186  this->weaponMan.addWeapon( wpLeft2, 1, 2);
187  this->weaponMan.addWeapon( wpRight2, 1, 3);
[9961]188
[10121]189  this->weaponMan.addWeapon( wpLeft3, 2, 4);
190  this->weaponMan.addWeapon( wpRight3, 2, 5);
[10113]191
[10152]192  this->weaponMan.addWeapon( wpLeft1, 3, 0);
193  this->weaponMan.addWeapon( wpRight1, 3, 1);
194
195  this->weaponMan.addWeapon( wpLeft2, 3, 2);
196  this->weaponMan.addWeapon( wpRight2, 3, 3);
197
198  this->weaponMan.addWeapon( wpLeft3, 3, 4);
199  this->weaponMan.addWeapon( wpRight3, 3, 5);
200
[10121]201  this->secWeaponMan.addWeapon( cannon, 0, 0);
[10196]202  this->secWeaponMan.addWeapon( spike, 1, 1);
[10224]203  this->secWeaponMan.addWeapon( spike2, 2, 2);
[9998]204
[10113]205 
[10152]206  this->weaponMan.changeWeaponConfig(3);
[10217]207  this->secWeaponMan.changeWeaponConfig(1);
[10113]208
[10188]209  curWeaponPrimary    = 3;
[10224]210  curWeaponSecondary  = 2;
[9965]211
212  Playable::weaponConfigChanged();
213
[9970]214  reactorOutput     = 10;
[9965]215
[9970]216  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
217  engineSpeedBase   = 5;
218  shieldRegen       = 2;
219
220  shieldEnergyShare = 0.3;
221  weaponEnergyShare = 0.3;
222  engineEnergyShare = 0.4;
223
224  shieldCur         = 20;
225  shieldMax         = 100;
[10020]226  shieldTH          = .2* shieldMax;   // shield power must be 20% before shield kicks in again
[9970]227
[10119]228  this->setHealth( 20);
229  this->setHealthMax( 100);
230
[10024]231  electronicCur = 50;
[10022]232  electronicMax = 50;
[10020]233  electronicRegen   = 3;
234  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
235
[6868]236
[9970]237  this->loadModel("models/ships/mantawing.obj");
[10017]238  //this->setVisibiliy(false);
[6868]239
[10017]240  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
241 
[6868]242
[9970]243  this->setHealthMax(shieldMax);
244  this->setHealth(shieldCur);
[6868]245
[10017]246  this->travelNode = new PNode();
247
248  // camera - issue
249  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
250  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
251
[10120]252  // widget handling
[10139]253  /*
[10120]254  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
255  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
256  this->electronicWidget->setSize2D(30,400);
257  this->electronicWidget->setAbsCoor2D(150,200);
258  this->electronicWidget->shiftDir2D(270);
259  this->updateElectronicWidget();
260  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
261  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
262  this->shieldWidget->setSize2D(30,400);
263  this->shieldWidget->setAbsCoor2D(200,200);
264  this->shieldWidget->shiftDir2D(270);
265  this->updateShieldWidget();
266  if (this->hasPlayer())
267  {
268    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
269    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
270  }
[10139]271  */
272  this->electronicWidget = NULL;
273  this->shieldWidget = NULL;
[6868]274
275  //add events to the eventlist
[6997]276  registerEvent(KeyMapper::PEV_FORWARD);
277  registerEvent(KeyMapper::PEV_BACKWARD);
[6868]278  registerEvent(KeyMapper::PEV_LEFT);
279  registerEvent(KeyMapper::PEV_RIGHT);
280  //registerEvent(SDLK_q);
281  //registerEvent(SDLK_e);
282  registerEvent(KeyMapper::PEV_FIRE1);
[9958]283  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
[6868]284  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
285  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
286  //registerEvent(SDLK_PAGEUP);
287  //registerEvent(SDLK_PAGEDOWN);
288  registerEvent(EV_MOUSE_MOTION);
289
[10073]290  this->weaponMan.setParentEntity( this);
291  this->secWeaponMan.setParentEntity( this);
292
[9965]293  this->weaponMan.setSlotCount(6);
[6868]294
[10152]295  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
[9965]296  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]297
[10152]298  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
[9965]299  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]300
[10064]301  this->weaponMan.setSlotPosition(2, Vector(-1.5, 0, -.5));
[9965]302  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[6868]303
[10064]304  this->weaponMan.setSlotPosition(3, Vector(-1.5, 0, .5));
[9965]305  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[6868]306
[10133]307  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
[9965]308  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
[6868]309
[10133]310  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
[9965]311  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9961]312
313  this->secWeaponMan.setSlotCount(6);
314
[10073]315  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
[9961]316  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
317
[10073]318  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
[9961]319  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
320
[10073]321  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
[9961]322  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
323
[10073]324  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
[9961]325  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
326
[10073]327  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
[9961]328  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
329
[10073]330  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
[9961]331  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9965]332
[6868]333
[9965]334  this->weaponMan.getFixedTarget()->setParent(this);
335  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]336
[9998]337 
[9961]338  this->secWeaponMan.getFixedTarget()->setParent(this);
339  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]340  this->secWeaponMan.setRotationSpeed(0);
[6868]341
[9965]342  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
[9961]343
[6868]344
[10017]345  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
346  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
347  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
348  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
349  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
350  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
[10023]351  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
[10017]352  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
353
354  //this->airFriction = 0.5f;
[10019]355  this->travelDistancePlus = Vector2D(38.0, 43.0);
356  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
[10017]357  this->cameraSpeed = 40;
[10019]358  this->cameraLook = 0.0f;
359  //this->airFriction = 0.0f;
[10017]360
[10020]361  srand(time(0));  //initaialize RNG
362
[10017]363  this->travelNode->debugDraw();
[10032]364
365  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
[10081]366
367 
[10156]368  this->trail = new Trail( 10, 10, .2, this);
[10095]369  //this->trail->setParent( this);
[10081]370  this->trail->setTexture( "maps/engine.png");
371
[10156]372  this->trailL = new Trail( 10, 10, .2, this);
[10095]373  //this->trailL->setParent( this);
[10081]374  this->trailL->setTexture( "maps/engine.png");
375
[10156]376  this->trailR = new Trail( 10, 10, .2, this);
[10095]377  //this->trailR->setParent( this);
[10081]378  this->trailR->setTexture( "maps/engine.png");
[10098]379
[10113]380
[10098]381  this->toList(OM_GROUP_00);
[10154]382
[10155]383  //FIXME Just testaddition to show the wobblegrid
[10156]384  this->test  = new Wobblegrid(5);
[10159]385  test->setTexture("maps/blub.png");
[10154]386 
387  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
388  test->setParent( this);
389 
[6868]390}
391
392
393/**
394 * loads the Settings of a SpaceShip from an XML-element.
395 * @param root the XML-element to load the Spaceship's properties from
396 */
397void SpaceShip::loadParams(const TiXmlElement* root)
398{
399  Playable::loadParams(root);
[10032]400
401  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
[6868]402}
403
[10032]404
[10017]405void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
[7056]406{
[10032]407  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
[7056]408}
[6868]409
[7085]410void SpaceShip::reset()
411{
[10017]412  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
[7056]413
[10017]414  //xMouse = yMouse = 0;
[7085]415
416  this->setHealth(80);
417  this->velocity = Vector(0.0, 0.0, 0.0);
418}
419
420
[6868]421void SpaceShip::enter()
422{
[10004]423  this->secWeaponMan.showCrosshair();
[10095]424  this->toList( OM_GROUP_01 );
[10194]425  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
[10004]426  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
[10019]427  //this->attachCamera();
[10032]428 // this->setPlaymode(Playable::Horizontal);
[6868]429}
430
431void SpaceShip::leave()
432{
[10004]433  this->secWeaponMan.hideCrosshair();
[10095]434  this->toList( OM_GROUP_00);
[10004]435  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
[10019]436  //this->detachCamera();
[6868]437}
438
439
440/**
441 *  effect that occurs after the SpaceShip is spawned
442*/
443void SpaceShip::postSpawn ()
444{
445  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
446}
447
448/**
449 *  the action occuring if the spaceship left the game
450*/
451void SpaceShip::leftWorld ()
[10073]452{
453
[10064]454}
[6868]455
456WorldEntity* ref = NULL;
457/**
458 *  this function is called, when two entities collide
459 * @param entity: the world entity with whom it collides
460 *
461 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
462 */
463void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
464{
465}
466
467/**
468 *  draws the spaceship after transforming it.
469*/
470void SpaceShip::draw () const
471{
472  WorldEntity::draw();
473
[10081]474  glMatrixMode(GL_MODELVIEW);
475  glPushMatrix();
476
477  float matrix[4][4];
478  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
479  this->getAbsDir().matrix (matrix);
480  glMultMatrixf((float*)matrix);
481  //glScalef(2.0, 2.0, 2.0);  // no double rescale
482 
483  this->trail->draw();
484 
485  glTranslatef(0,0,-.5);
486  this->trailL->draw();
487
488  glTranslatef(0,0,1);
489  this->trailR->draw();
490  glPopMatrix();
[6868]491  //this->debug(0);
492}
493
494/**
495 *  the function called for each passing timeSnap
496 * @param time The timespan passed since last update
497*/
498void SpaceShip::tick (float time)
499{
[9961]500  // Playable::tick(time);$
[10156]501  this->test->tick(time);
[9961]502  // Own Tick Setup, as a different fire routine is used on the weapon manager
[9965]503  this->weaponMan.tick(time);
[9961]504  this->secWeaponMan.tick(time);
505
[10020]506  if( this->systemFailure() )
507    bFire = bSecFire = false;
508
[10037]509  // fire reqeust/release for primary weapons
[9965]510  if( this->bFire)
511    this->weaponMan.fire();
[10036]512  else
513    this->weaponMan.releaseFire();
514
[10037]515  // fire reqeust/release for secondary weapons
[9961]516  if( this->bSecFire)
517    this->secWeaponMan.fire();
[10036]518  else
519    this->secWeaponMan.releaseFire();
[10096]520   
521  // Tracktick
522  if(this->entityTrack)
523    this->entityTrack->tick(time);
[9961]524
[9970]525
526  // Shield Regeneration and other regular calculations on the ship
527  this->regen(time);
528
529  // Weapon Regeneration and other regular calculations on the ship
[9965]530  this->weaponRegen(time);
531
[9970]532  // current engine speed output
533  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
534
[10043]535  // calculation of maxSpeed and acceleration:
536  this->travelSpeed = this->engineSpeedCur * 5;
537  this->acceleration = this->travelSpeed * 2;
[9970]538
[10017]539  this->movement(time);
540
541   // TRYING TO FIX PNode.
542  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
543  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
544
[10095]545 
546  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
547  this->oldPos    = this->getAbsCoor();
548
[10081]549  this->trail->tick(time);
550  this->trailL->tick(time);
551  this->trailR->tick(time);
[10095]552
[10113]553  this->weaponMan.setParentEntity( this);
554  this->secWeaponMan.setParentEntity( this);
555
[6868]556  //orient the spaceship in direction of the mouse
[10017]557  /*
[9869]558  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
559  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
[6868]560    this->setAbsDir( rotQuat);
[9869]561  //this->setAbsDirSoft(mouseDir,5);
[10017]562  */
[6868]563
564  // this is the air friction (necessary for a smooth control)
[10017]565  /*
[6868]566  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
567  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
[10017]568  */
[6868]569
570  //other physics (gravity)
571  //if(travelSpeed < 120)
572  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
573
574  //hoover effect
575  //cycle += time;
576  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
577
578  //readjust
579  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
580  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
581
582  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
583
[10017]584  /*
[6868]585  this->shiftCoor(move);
[10017]586  */
[6868]587
[9869]588  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
[6868]589
590}
591
592/**
593 * @todo switch statement ??
594 */
595void SpaceShip::process(const Event &event)
596{
[9961]597  //Playable::process(event);
[10113]598 
[6868]599  if( event.type == KeyMapper::PEV_LEFT)
[10017]600    this->bLeft = event.bPressed;
[6868]601  else if( event.type == KeyMapper::PEV_RIGHT)
[10017]602    this->bRight = event.bPressed;
[6997]603  else if( event.type == KeyMapper::PEV_FORWARD)
[10017]604    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]605  else if( event.type == KeyMapper::PEV_BACKWARD)
[10017]606    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[9961]607  else if( event.type == KeyMapper::PEV_FIRE2)
608    this->bSecFire = event.bPressed;
[9958]609  else if( event.type == KeyMapper::PEV_FIRE1)
[9965]610    this->bFire = event.bPressed;
[10113]611  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
612  {
613    this->nextWeaponConfig();
614  }
615  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
616    this->previousWeaponConfig();
[10017]617
618
619  /*
[6868]620  else if( event.type == EV_MOUSE_MOTION)
621  {
[9961]622
[6868]623    this->xMouse += event.xRel;
624    this->yMouse += event.yRel;
625  }
[10017]626  */
[6868]627}
628
[9235]629void SpaceShip::destroy( WorldEntity* killer )
[9008]630{
[10107]631  PRINTF(5)("spaceship destroy\n");
[10095]632 
[10073]633  EmitterNode* node  = NULL;
634  DotEmitter* emitter = NULL;
635  SpriteParticles*  explosionParticles  = NULL;
[10064]636
[10107]637  explosionParticles = new SpriteParticles(200);
638  explosionParticles->setName("SpaceShipExplosionParticles");
639  explosionParticles->setLifeSpan(.2, .3);
[10073]640  explosionParticles->setRadius(0.0, 10.0);
641  explosionParticles->setRadius(.5, 6.0);
642  explosionParticles->setRadius(1.0, 3.0);
[10098]643  explosionParticles->setColor(0.0, 1,1,1,.9);
644  explosionParticles->setColor(0.1,  1,1,0,.9);
645  explosionParticles->setColor(0.5, .8,.4,0,.5);
[10107]646  explosionParticles->setColor(1.0, .2,.2,.2,.5);
[10064]647
[10073]648 
[10107]649  emitter = new DotEmitter( 2000, 70, 360);
650  //emitter->setSpread( 0, M_2_PI);
651  emitter->setEmissionRate( 200.0);
[10098]652  //emitter->setEmissionVelocity( 200.0);
[10107]653  //emitter->setSystem( explosionParticles);
654  //emitter->setAbsCoor( this->getAbsCoor());
[10064]655
[10107]656  node  = new EmitterNode( .1f);
[10073]657  node->setupParticle( emitter, explosionParticles);
[10107]658  node->setAbsDir( this->getAbsDir());
659  node->setVelocity( this->getVelocity() * .9f);
[10073]660  node->setAbsCoor( this->getAbsCoor());
[10107]661  if( !node->start())
662    PRINTF(0)("Explosion node not correctly started!");
663
[10095]664/*
[10081]665  PNode* node          = new PNode();
666  node->setAbsCoor(this->getAbsCoor());
667  Explosion* explosion = new Explosion();
668  explosion->explode( node, Vector(5,5,5));
[10095]669*/
[10073]670
[10107]671  if( this->hasPlayer())
672  {
673        this->setAbsCoor(Vector(-10000,10000,10000));
674        this->hide();
675  }
676  else
677  {
[10113]678    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
[10107]679  }
680
[9008]681}
[6868]682
[9008]683void SpaceShip::respawn( )
684{
[10107]685  this->unhide();
[10081]686  /*for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
687  {
688    if( dynamic_cast<WorldEntity*>(*it) != NULL)
689      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00);
690  }*/
[10098]691  /*
[10095]692  if( this->hasPlayer())
693  {
[10081]694    this->toList( OM_GROUP_01);
[10095]695    for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
696        {
697          if( likely( dynamic_cast<Weapon*>(*it) != NULL))
698                dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00_PROJ);
699        }
700  }
[10081]701  else
[10095]702  {
703    this->toList( OM_GROUP_00);
704    for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
705        {
706          if( likely( dynamic_cast<Weapon*>(*it) != NULL))
707                dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01_PROJ);
708        }
[10098]709  }*/
[10081]710
[9008]711}
[6868]712
713
[9957]714void SpaceShip::damage(float pDamage, float eDamage){
[10117]715  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
[10081]716
[10064]717  if( this->shieldActive) {
[9950]718    if( this->shieldCur > pDamage) {
719      this->shieldCur = this->shieldCur - pDamage;
720    }
721    else { // shield <= pDamage
[9987]722      this->shieldCur -=pDamage;
723      this->shieldActive = false; //shield collapses
[10081]724      pDamage += this->shieldCur;
[9950]725      if( !this->shieldActive) {
[9957]726        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
[9953]727        this->electronicCur -= eDamage;
[9950]728      }
729    }
730  }
731  else {
732    this->armorCur = this->armorCur - pDamage;
733    this->electronicCur = this->electronicCur - eDamage;
734  }
735  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
[10064]736    this->destroy(this);
[10119]737
[10120]738  updateElectronicWidget();
739  updateShieldWidget();
740
[10119]741  this->setHealth( this->armorCur);
[9950]742}
743
[9987]744
[9957]745void SpaceShip::regen(float time){
746  float tmp;
[9963]747  if (this->armorCur != this->armorMax || this->armorRegen != 0){
748    tmp = this->armorCur + this->armorRegen * time;
749    if ( tmp > electronicMax)
750      this->armorCur = this->armorMax;
751    else
752      this->armorCur = tmp;
753  }
754  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
[9970]755    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
[9957]756    if( tmp > shieldMax)
[9953]757      this->shieldCur = this->shieldMax;
758    else
[9957]759      this->shieldCur = tmp;
760    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
[10120]761
762    updateShieldWidget();
[9953]763  }
[9970]764
765  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
766
[9963]767  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
[9957]768    tmp = this->electronicCur + this->electronicRegen * time;
769    if ( tmp > electronicMax)
[9953]770      this->electronicCur = this->electronicMax;
771    else
[9957]772      this->electronicCur = tmp;
[10120]773
774    updateElectronicWidget();
[9953]775  }
[10120]776
[9950]777}
[9965]778
[9987]779
[9965]780/**
781 * Weapon regeneration
782 * does not use any reactor capacity, as it wouldn't work in a consistent way.
783 */
784void SpaceShip::weaponRegen(float time)
785{
786  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
787  Weapon* weapon;
[9987]788  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
[9965]789  {
790    weapon = this->weaponMan.getWeapon(i);
791    if( weapon != NULL && weapon->isActive())
792    {
793      weapon->increaseEnergy( energy);
794    }
795
796  }
797  // weaponMan.increaseAmmunition( weapon, energy);
798}
[9975]799
[9987]800
[9975]801void SpaceShip::enterPlaymode(Playable::Playmode playmode)
802{
[10017]803  switch(playmode)
804  {
805    case Playable::Full3D:
806      /*
807      if (State::getCameraNode != NULL)
808      {
809        Vector absCoor = this->getAbsCoor();
810        this->setParent(PNode::getNullParent());
811        this->setAbsCoor(absCoor);
812        State::getCameraNode()->setParentSoft(&this->cameraNode);
813        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
814        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
815        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
816
817      }
818      */
819      //break;
820
[10032]821      break;
822    case Playable::Horizontal:
[10017]823      if (State::getCameraNode != NULL)
824      {
825        this->debugNode(1);
826        this->travelNode->debugNode(1);
827
828        this->travelNode->setAbsCoor(this->getAbsCoor());
829        this->travelNode->updateNode(0.01f);
830
[10098]831        this->setParent(this->travelNode);
[10017]832        this->setRelCoor(0,0,0);
833
[10098]834        State::getCameraNode()->setParentSoft(this->travelNode);
835        //State::getCameraNode()->setParentSoft(this);
[10032]836        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
[10098]837        State::getCameraTargetNode()->setParentSoft(this->travelNode);
838        //State::getCameraTargetNode()->setParentSoft(this);
[10019]839        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
[10017]840
841        this->debugNode(1);
842        this->travelNode->debugNode(1);
843      }
844      break;
845
846    default:
847      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
848  }
[9975]849}
850
[10017]851/**
852 * @brief calculate the velocity
853 * @param time the timeslice since the last frame
854*/
[9987]855
[9975]856void SpaceShip::movement (float dt)
857{
[10019]858  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
859  //the ship doesn't slide too much.
860  float airCoeff = 2.5;
861  float pi = 3.14;
[10098]862 
[10017]863
[10032]864  switch(this->getPlaymode())
[10017]865  {
[10032]866    case Playable::Horizontal:
[10017]867    {
[10032]868      // these routines will change the travel movement into zero in a short amout of time, if the player
869      // doesn't press any buttons.
[10098]870      if (this->travelVelocity.x >= 0)
[10017]871      {
[10098]872        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
873          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
[10032]874        else
[10098]875          this->travelVelocity.x = 0;
[10017]876      }
877      else
878      {
[10098]879        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
880          this->travelVelocity.x += airCoeff* this->acceleration * dt;
[10032]881        else
[10098]882          this->travelVelocity.x = 0;
[10017]883      }
[10098]884      if (this->travelVelocity.z >= 0)
[10017]885      {
[10098]886        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
887          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
[10032]888        else
[10098]889          this->travelVelocity.z = 0;
[10017]890      }
891      else
892      {
[10098]893        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
894          this->travelVelocity.z += airCoeff* this->acceleration * dt;
[10032]895        else
[10098]896          this->travelVelocity.z = 0;
[10017]897      }
[10032]898   
899      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
900      // and its continuing to slide a bit.
901      Vector oldCoor = this->getRelCoor();
902      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
903      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
904      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
905      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
906   
907      if( this->systemFailure() )
908        bForward = bBackward = bLeft = bRight = false;
909   
910      if( this->bForward )
[10019]911      {
[10032]912        if(this->getRelCoor().x < this->travelDistancePlus.x)
913        {
[10098]914          if (this->travelVelocity.x < this->travelSpeed)
[10032]915          {
[10098]916            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
[10032]917          }
918          else
919          {
[10098]920            this->travelVelocity.x = this->travelSpeed;
[10032]921          }
922        }
923        else
924        {
[10098]925          this->travelVelocity.x = 0.0f;
[10032]926        }
[10019]927      }
[10032]928   
929      if( this->bBackward )
[10019]930      {
[10032]931        if(this->getRelCoor().x > this->travelDistanceMinus.x)
932        {
[10098]933          if (this->travelVelocity.x > -this->travelSpeed)
[10032]934          {
[10098]935            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
[10032]936          }
937          else
938          {
[10098]939            this->travelVelocity.x = -this->travelSpeed;
[10032]940          }
941        }
942        else
943        {
[10098]944          this->travelVelocity.x = 0.0f;
[10032]945        }
[10019]946      }
[10032]947   
948      if( this->bLeft)
[10019]949      {
[10032]950        if(this->getRelCoor().z > this->travelDistanceMinus.y)
951        {
[10098]952          if (this->travelVelocity.z > -this->travelSpeed)
[10032]953          {
[10098]954            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
[10032]955          }
956          else
957          {
[10098]958            this->travelVelocity.z = -this->travelSpeed;
[10032]959          }
960        }
961        else
962        {
[10098]963          this->travelVelocity.z = 0.0f;
[10032]964        }
[10043]965        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
[10019]966      }
[10032]967   
968      if( this->bRight)
[10019]969      {
[10032]970        if(this->getRelCoor().z < this->travelDistancePlus.y)
971        {
[10098]972          if (this->travelVelocity.z < this->travelSpeed)
[10032]973          {
[10098]974            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
[10032]975          }
976          else
977          {
[10098]978            this->travelVelocity.z = this->travelSpeed;
[10032]979          }
980        }
981        else
982        {
[10098]983          this->travelVelocity.z = 0.0f;
[10032]984        }
[10043]985        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
[10019]986      }
[10032]987      if (!this->bRight && !this->bLeft)
988      {
[10043]989        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
[10032]990      }
991
[10043]992    //normalisation of the vectors (vector sum must be <= travelspeed)
[10098]993    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
[10043]994    if (xzNorm > this->travelSpeed)
995    {
[10098]996      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
997      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
[10043]998    }
[10032]999
[10099]1000    //this moves camera and ship along the travel path.
[10043]1001    this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
[10099]1002
[10043]1003    break;
[10019]1004    }
[10032]1005    case Playable::Vertical:
1006      break;
[10017]1007    default:
[10032]1008      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
[10017]1009  }
[10099]1010   //set new coordinates calculated through key- events.
[10098]1011  this->shiftCoor (this->travelVelocity * dt);
[9975]1012}
[10017]1013
[10032]1014void SpaceShip::setPlaymodeXML(const std::string& playmode)
1015{
1016  this->setPlaymode(Playable::stringToPlaymode(playmode));
1017}
1018
[10113]1019/**
1020 * @brief jumps to the next WeaponConfiguration
1021 */
1022void SpaceShip::nextWeaponConfig()
1023{
[10117]1024  PRINTF(0)("Requested next weapon config!\n");
1025  this->weaponMan.nextWeaponConfig();
[10113]1026  Playable::weaponConfigChanged();
1027}
1028
1029/**
1030 * @brief moves to the last WeaponConfiguration
1031 */
1032void SpaceShip::previousWeaponConfig()
1033{
[10117]1034  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
[10113]1035  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1036  Playable::weaponConfigChanged();
[10117]1037}
1038
1039void SpaceShip::hit(float damage, WorldEntity* killer)
1040{
1041  this->damage(killer->getDamage(),0);
1042  killer->collidesWith( this, this->getAbsCoor());
1043  //this->collidesWith(killer, this->getAbsCoor());
1044}
[10120]1045
1046void SpaceShip::updateElectronicWidget()
1047{
[10139]1048  if (this->electronicWidget != NULL)
1049  { //if it exists already: update it
1050     this->electronicWidget->setMaximum(this->electronicMax);
1051     this->electronicWidget->setValue(this->electronicCur);
1052  }
1053  else
1054  { //create the widget
1055    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
[10194]1056    //this->electronicWidget->setDisplayedName("Electronics:");
[10139]1057    //this->electronicWidget->setSize2D(100,20);
1058    //this->electronicWidget->setAbsCoor2D(150,200);
1059    this->updateElectronicWidget();
1060    if (this->hasPlayer())
1061      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1062  }
[10120]1063}
1064
1065void SpaceShip::updateShieldWidget()
1066{
[10139]1067  if (this->shieldWidget != NULL)
1068  { 
1069    this->shieldWidget->setMaximum(this->shieldMax);
1070    this->shieldWidget->setValue(this->shieldCur);;
1071  }
1072  else
1073  {
1074    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
[10194]1075    //this->shieldWidget->setDisplayedName("Shield:");
[10139]1076    //his->shieldWidget->setSize2D(100,20);
1077    //this->shieldWidget->setAbsCoor2D(200,200);
1078    this->updateShieldWidget();
1079    if (this->hasPlayer())
1080      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1081  }
[10120]1082}
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