[6868] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Knecht |
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| 13 | co-programmer: Silvan Nellen |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "executor/executor.h" |
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| 20 | #include "space_ship.h" |
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| 21 | |
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[7193] | 22 | #include "util/loading/resource_manager.h" |
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[6868] | 23 | |
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| 24 | #include "weapons/test_gun.h" |
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[9970] | 25 | #include "weapons/light_blaster.h" |
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| 26 | #include "weapons/medium_blaster.h" |
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| 27 | #include "weapons/heavy_blaster.h" |
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| 28 | #include "weapons/boomerang_gun.h" |
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[6868] | 29 | #include "weapons/turret.h" |
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| 30 | #include "weapons/cannon.h" |
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| 31 | |
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[9869] | 32 | #include "particles/dot_emitter.h" |
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| 33 | #include "particles/sprite_particles.h" |
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[6868] | 34 | |
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[7193] | 35 | #include "util/loading/factory.h" |
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[6868] | 36 | #include "key_mapper.h" |
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| 37 | |
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| 38 | #include "network_game_manager.h" |
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[8708] | 39 | #include "shared_network_data.h" |
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[6868] | 40 | |
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| 41 | #include "power_ups/weapon_power_up.h" |
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| 42 | #include "power_ups/param_power_up.h" |
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| 43 | |
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| 44 | #include "graphics_engine.h" |
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| 45 | |
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| 46 | #include "plane.h" |
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| 47 | |
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| 48 | #include "state.h" |
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| 49 | #include "player.h" |
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| 50 | |
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[7193] | 51 | #include "util/loading/load_param.h" |
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[6868] | 52 | |
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[7056] | 53 | |
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[6868] | 54 | // #include "lib/gui/gl_gui/glgui_bar.h" |
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| 55 | // #include "lib/gui/gl_gui/glgui_pushbutton.h" |
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| 56 | |
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| 57 | |
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[9869] | 58 | #include "class_id_DEPRECATED.h" |
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| 59 | ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP); |
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| 60 | CREATE_FACTORY(SpaceShip); |
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[9406] | 61 | |
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[9061] | 62 | #include "script_class.h" |
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[9869] | 63 | CREATE_SCRIPTABLE_CLASS(SpaceShip, |
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| 64 | addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer)) |
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| 65 | ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire)) |
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| 66 | ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2)) |
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| 67 | ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName)) |
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| 68 | ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide)) |
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| 69 | ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide)) |
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| 70 | //Coordinates |
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| 71 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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| 72 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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| 73 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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| 74 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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[9061] | 75 | ); |
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[6868] | 76 | |
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| 77 | /** |
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| 78 | * destructs the spaceship, deletes alocated memory |
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| 79 | */ |
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| 80 | SpaceShip::~SpaceShip () |
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| 81 | { |
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[6986] | 82 | this->setPlayer(NULL); |
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[6868] | 83 | } |
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| 84 | |
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| 85 | /** |
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| 86 | * loads a Spaceships information from a specified file. |
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| 87 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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| 88 | */ |
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[7221] | 89 | SpaceShip::SpaceShip(const std::string& fileName) |
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[9965] | 90 | : secWeaponMan(this), |
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[9961] | 91 | supportedPlaymodes(Playable::Full3D || Playable::Horizontal || Playable::Vertical), |
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| 92 | playmode(Playable::Full3D) |
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[6868] | 93 | { |
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| 94 | this->init(); |
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| 95 | TiXmlDocument doc(fileName); |
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| 96 | |
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| 97 | if(!doc.LoadFile()) |
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| 98 | { |
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[7221] | 99 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
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[6868] | 100 | return; |
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| 101 | } |
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| 102 | |
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| 103 | this->loadParams(doc.RootElement()); |
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| 104 | } |
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| 105 | |
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| 106 | /** |
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| 107 | * creates a new Spaceship from Xml Data |
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| 108 | * @param root the xml element containing spaceship data |
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| 109 | |
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| 110 | @todo add more parameters to load |
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| 111 | */ |
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| 112 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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[9965] | 113 | : secWeaponMan(this), |
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[9961] | 114 | supportedPlaymodes(Playable::Full3D || Playable::Horizontal || Playable::Vertical), |
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| 115 | playmode(Playable::Full3D) |
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[6868] | 116 | { |
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| 117 | this->init(); |
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| 118 | if (root != NULL) |
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| 119 | this->loadParams(root); |
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| 120 | |
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| 121 | } |
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| 122 | |
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| 123 | |
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| 124 | /** |
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| 125 | * initializes a Spaceship |
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| 126 | */ |
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| 127 | void SpaceShip::init() |
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| 128 | { |
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[9869] | 129 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 130 | this->registerObject(this, SpaceShip::_objectList); |
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[6868] | 131 | |
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| 132 | PRINTF(4)("SPACESHIP INIT\n"); |
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| 133 | |
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| 134 | //weapons: |
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[9979] | 135 | Weapon* wpRight = new HeavyBlaster (); |
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[9970] | 136 | wpRight->setName("Blaster Right"); |
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[9979] | 137 | Weapon* wpLeft = new HeavyBlaster (); |
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[9970] | 138 | wpLeft->setName("Blaster Left"); |
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[6868] | 139 | |
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[9970] | 140 | Weapon* cannon = new BoomerangGun();//Cannon(); |
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| 141 | cannon->setName("End of World"); |
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[6868] | 142 | |
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[9961] | 143 | |
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[9965] | 144 | this->weaponMan.addWeapon( wpLeft, 0, 0); |
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| 145 | this->weaponMan.addWeapon( wpRight, 0, 1); |
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| 146 | this->secWeaponMan.addWeapon( cannon, 0, 0); |
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[9961] | 147 | |
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[9965] | 148 | this->weaponMan.changeWeaponConfig(0); |
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[9961] | 149 | |
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| 150 | wpRight->requestAction(WA_ACTIVATE); |
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| 151 | wpLeft->requestAction(WA_ACTIVATE); |
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| 152 | cannon->requestAction(WA_ACTIVATE); |
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[9965] | 153 | |
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[9970] | 154 | curWeaponPrimary = 0; |
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| 155 | curWeaponSecondary = 0; |
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[9965] | 156 | |
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| 157 | Playable::weaponConfigChanged(); |
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| 158 | |
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[9970] | 159 | reactorOutput = 10; |
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[9965] | 160 | |
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[9970] | 161 | weaponEnergyRegen = 10; // 10 einheiten pro Sekunde |
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| 162 | engineSpeedBase = 5; |
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| 163 | shieldRegen = 2; |
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| 164 | |
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| 165 | shieldEnergyShare = 0.3; |
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| 166 | weaponEnergyShare = 0.3; |
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| 167 | engineEnergyShare = 0.4; |
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| 168 | |
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| 169 | shieldCur = 20; |
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| 170 | shieldMax = 100; |
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| 171 | |
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[9961] | 172 | /* |
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[6868] | 173 | this->addWeapon(wpLeft, 1, 0); |
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| 174 | this->addWeapon(wpRight,1 ,1); |
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[7087] | 175 | //this->addWeapon(cannon, 0, 6); |
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[6868] | 176 | |
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[7337] | 177 | this->getWeaponManager().changeWeaponConfig(1); |
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[9961] | 178 | */ |
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[6868] | 179 | |
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[9970] | 180 | this->loadModel("models/ships/mantawing.obj"); |
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[6868] | 181 | |
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[9965] | 182 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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[9961] | 183 | |
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[6868] | 184 | xMouse = yMouse = 0; |
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| 185 | yInvert = 1; |
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| 186 | mouseSensitivity = 0.001; |
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[7122] | 187 | airViscosity = 0.9; |
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[6868] | 188 | controlVelocityX = 25; |
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| 189 | controlVelocityY = 150; |
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| 190 | shipInertia = 1.5; |
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[9869] | 191 | // cycle = 0.0; |
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[6868] | 192 | |
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[9970] | 193 | this->setHealthMax(shieldMax); |
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| 194 | this->setHealth(shieldCur); |
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[6868] | 195 | |
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[6947] | 196 | travelSpeed = 0.0; |
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[6868] | 197 | acceleration = 3; |
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| 198 | this->velocity = this->getAbsDirX()*travelSpeed; |
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| 199 | this->mouseDir = this->getAbsDir(); |
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| 200 | this->pitchDir = this->getAbsDir(); |
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| 201 | |
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[9965] | 202 | |
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[9869] | 203 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 204 | // button->show(); |
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| 205 | // button->setLabel("orxonox"); |
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| 206 | // button->setBindNode(this); |
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| 207 | // GLGuiBar* bar = new GLGuiBar(); |
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| 208 | // bar->show(); |
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| 209 | // bar->setValue(7.0); |
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| 210 | // bar->setMaximum(10); |
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| 211 | // bar->setSize2D( 20, 100); |
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| 212 | // bar->setAbsCoor2D( 10, 200); |
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[6868] | 213 | |
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| 214 | //add events to the eventlist |
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[6997] | 215 | registerEvent(KeyMapper::PEV_FORWARD); |
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| 216 | registerEvent(KeyMapper::PEV_BACKWARD); |
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[6868] | 217 | registerEvent(KeyMapper::PEV_LEFT); |
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| 218 | registerEvent(KeyMapper::PEV_RIGHT); |
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| 219 | //registerEvent(SDLK_q); |
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| 220 | //registerEvent(SDLK_e); |
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| 221 | registerEvent(KeyMapper::PEV_FIRE1); |
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[9958] | 222 | registerEvent(KeyMapper::PEV_FIRE2); // Added for secondary weapon support |
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[6868] | 223 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 224 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 225 | //registerEvent(SDLK_PAGEUP); |
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| 226 | //registerEvent(SDLK_PAGEDOWN); |
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| 227 | registerEvent(EV_MOUSE_MOTION); |
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| 228 | |
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[9965] | 229 | this->weaponMan.setSlotCount(6); |
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[6868] | 230 | |
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[9965] | 231 | this->weaponMan.setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 232 | this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[6868] | 233 | |
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[9965] | 234 | this->weaponMan.setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 235 | this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[6868] | 236 | |
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[9965] | 237 | this->weaponMan.setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 238 | this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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[6868] | 239 | |
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[9965] | 240 | this->weaponMan.setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 241 | this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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[6868] | 242 | |
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[9965] | 243 | this->weaponMan.setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 244 | this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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[6868] | 245 | |
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[9965] | 246 | this->weaponMan.setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 247 | this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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[9961] | 248 | |
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| 249 | this->secWeaponMan.setSlotCount(6); |
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| 250 | |
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[9965] | 251 | this->secWeaponMan.setSlotPosition(0, Vector(2.6, -2.5, 0)); |
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[9961] | 252 | this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 253 | |
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| 254 | this->secWeaponMan.setSlotPosition(1, Vector(2.6, .1, 3.0)); |
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| 255 | this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 256 | |
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| 257 | this->secWeaponMan.setSlotPosition(2, Vector(1.5, .5, -.5)); |
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| 258 | this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 259 | |
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| 260 | this->secWeaponMan.setSlotPosition(3, Vector(1.5, .5, .5)); |
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| 261 | this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 262 | |
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| 263 | this->secWeaponMan.setSlotPosition(4, Vector(1.5, -.5, .5)); |
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| 264 | this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 265 | |
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| 266 | this->secWeaponMan.setSlotPosition(5, Vector(1.5, -.5, -.5)); |
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| 267 | this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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[9965] | 268 | |
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[9869] | 269 | // |
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| 270 | // this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 271 | // this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 272 | // |
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| 273 | // this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 274 | // this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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[6868] | 275 | |
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[9965] | 276 | this->weaponMan.getFixedTarget()->setParent(this); |
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| 277 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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[6868] | 278 | |
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[9961] | 279 | this->secWeaponMan.getFixedTarget()->setParent(this); |
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| 280 | this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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[6868] | 281 | |
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[9965] | 282 | dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false); |
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[9961] | 283 | |
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[6868] | 284 | this->burstEmitter = new DotEmitter(200, 0.0, .01); |
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| 285 | this->burstEmitter->setParent(this); |
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| 286 | this->burstEmitter->setRelCoor(-1, .5, 0); |
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| 287 | this->burstEmitter->setName("SpaceShip_Burst_emitter"); |
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| 288 | |
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| 289 | this->burstSystem = new SpriteParticles(1000); |
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| 290 | this->burstSystem->addEmitter(this->burstEmitter); |
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| 291 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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| 292 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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| 293 | this->burstSystem->setLifeSpan(1.0, .3); |
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| 294 | this->burstSystem->setRadius(0.0, 1.0); |
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| 295 | this->burstSystem->setRadius(0.05, 1.0); |
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| 296 | this->burstSystem->setRadius(.5, .8); |
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| 297 | this->burstSystem->setRadius(1.0, 0); |
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| 298 | this->burstSystem->setColor(0.0, .7,.7,1,.7); |
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| 299 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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| 300 | this->burstSystem->setColor(0.5, .5,.5,.8,.8); |
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| 301 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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[9008] | 302 | |
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[9656] | 303 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) ); |
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[7954] | 304 | registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) ); |
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[6868] | 305 | |
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[7954] | 306 | registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) ); |
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| 307 | registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) ); |
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| 308 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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| 309 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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| 310 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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| 311 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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| 312 | registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) ); |
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| 313 | registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) ); |
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[6868] | 314 | } |
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| 315 | |
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| 316 | |
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| 317 | /** |
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| 318 | * loads the Settings of a SpaceShip from an XML-element. |
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| 319 | * @param root the XML-element to load the Spaceship's properties from |
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| 320 | */ |
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| 321 | void SpaceShip::loadParams(const TiXmlElement* root) |
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| 322 | { |
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| 323 | Playable::loadParams(root); |
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| 324 | } |
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| 325 | |
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[7346] | 326 | void SpaceShip::setPlayDirection(const Quaternion& quat, float speed) |
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[7056] | 327 | { |
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[7095] | 328 | this->mouseDir = quat; |
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[7056] | 329 | } |
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[6868] | 330 | |
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[7056] | 331 | |
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[7085] | 332 | void SpaceShip::reset() |
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| 333 | { |
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[9965] | 334 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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[7056] | 335 | |
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[7085] | 336 | xMouse = yMouse = 0; |
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| 337 | |
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| 338 | this->setHealth(80); |
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| 339 | this->velocity = Vector(0.0, 0.0, 0.0); |
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| 340 | } |
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| 341 | |
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| 342 | |
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[6868] | 343 | void SpaceShip::enter() |
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| 344 | { |
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[7337] | 345 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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[6868] | 346 | this->attachCamera(); |
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| 347 | } |
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| 348 | |
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| 349 | void SpaceShip::leave() |
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| 350 | { |
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[7337] | 351 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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[6868] | 352 | this->detachCamera(); |
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| 353 | } |
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| 354 | |
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| 355 | |
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| 356 | /** |
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| 357 | * effect that occurs after the SpaceShip is spawned |
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| 358 | */ |
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| 359 | void SpaceShip::postSpawn () |
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| 360 | { |
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| 361 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 362 | } |
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| 363 | |
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| 364 | /** |
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| 365 | * the action occuring if the spaceship left the game |
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| 366 | */ |
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| 367 | void SpaceShip::leftWorld () |
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| 368 | {} |
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| 369 | |
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| 370 | WorldEntity* ref = NULL; |
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| 371 | /** |
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| 372 | * this function is called, when two entities collide |
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| 373 | * @param entity: the world entity with whom it collides |
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| 374 | * |
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| 375 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 376 | */ |
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| 377 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
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| 378 | { |
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| 379 | } |
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| 380 | |
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| 381 | /** |
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| 382 | * draws the spaceship after transforming it. |
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| 383 | */ |
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| 384 | void SpaceShip::draw () const |
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| 385 | { |
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| 386 | WorldEntity::draw(); |
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| 387 | |
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| 388 | //this->debug(0); |
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| 389 | } |
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| 390 | |
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| 391 | /** |
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| 392 | * the function called for each passing timeSnap |
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| 393 | * @param time The timespan passed since last update |
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| 394 | */ |
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| 395 | void SpaceShip::tick (float time) |
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| 396 | { |
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[9961] | 397 | // Playable::tick(time);$ |
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[6868] | 398 | |
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[9961] | 399 | // Own Tick Setup, as a different fire routine is used on the weapon manager |
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[9965] | 400 | this->weaponMan.tick(time); |
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[9961] | 401 | this->secWeaponMan.tick(time); |
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| 402 | |
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[9965] | 403 | if( this->bFire) |
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[9961] | 404 | { |
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[9965] | 405 | this->weaponMan.fire(); |
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[9961] | 406 | } |
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| 407 | if( this->bSecFire) |
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| 408 | { |
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| 409 | this->secWeaponMan.fire(); |
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[9965] | 410 | this->bSecFire = !this->bSecFire; // FIXME This currently is needed to prevent "echo fires" of a second rocket after its cooldown has passed |
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[9961] | 411 | } |
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| 412 | |
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[9970] | 413 | |
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| 414 | // Shield Regeneration and other regular calculations on the ship |
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| 415 | this->regen(time); |
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| 416 | |
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| 417 | // Weapon Regeneration and other regular calculations on the ship |
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[9965] | 418 | this->weaponRegen(time); |
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| 419 | |
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[9970] | 420 | // current engine speed output |
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| 421 | this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare; |
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| 422 | |
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| 423 | |
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| 424 | |
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[8708] | 425 | if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) |
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[9869] | 426 | { |
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[6868] | 427 | if (xMouse > controlVelocityX) xMouse = controlVelocityX; |
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| 428 | else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX; |
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| 429 | if (yMouse > controlVelocityY) yMouse = controlVelocityY; |
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| 430 | else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY; |
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| 431 | |
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| 432 | pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0))); |
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| 433 | |
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| 434 | mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir); |
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| 435 | xMouse = yMouse = 0; |
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[9869] | 436 | } |
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[6868] | 437 | |
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[9970] | 438 | |
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[6868] | 439 | |
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[9958] | 440 | |
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[9869] | 441 | // if( this != State::getPlayer()->getControllable()) |
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| 442 | // return; |
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[6868] | 443 | |
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[9235] | 444 | // spaceship controlled movement fire(bool bF){ this->bFire = bF;} |
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[7954] | 445 | //if (this->getOwner() == this->getHostID()) |
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[9869] | 446 | this->calculateVelocity(time); |
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[6868] | 447 | |
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[6959] | 448 | |
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[6868] | 449 | Vector move = velocity*time; |
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| 450 | |
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| 451 | //orient the velocity in the direction of the spaceship. |
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| 452 | travelSpeed = velocity.len(); |
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| 453 | velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; |
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| 454 | velocity = (velocity.getNormalized())*travelSpeed; |
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| 455 | this->burstEmitter->setEmissionRate(travelSpeed); |
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| 456 | this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1); |
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| 457 | |
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| 458 | //orient the spaceship in direction of the mouse |
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[9869] | 459 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia); |
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| 460 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
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[6868] | 461 | this->setAbsDir( rotQuat); |
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[9869] | 462 | //this->setAbsDirSoft(mouseDir,5); |
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[6868] | 463 | |
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| 464 | // this is the air friction (necessary for a smooth control) |
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| 465 | if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001; |
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| 466 | else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001; |
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| 467 | |
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| 468 | //other physics (gravity) |
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| 469 | //if(travelSpeed < 120) |
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| 470 | //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time; |
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| 471 | |
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| 472 | //hoover effect |
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| 473 | //cycle += time; |
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| 474 | //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
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| 475 | |
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| 476 | //readjust |
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| 477 | //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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| 478 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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| 479 | |
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| 480 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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| 481 | |
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| 482 | this->shiftCoor(move); |
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| 483 | |
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[9869] | 484 | // PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber()); |
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[6868] | 485 | |
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| 486 | } |
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| 487 | |
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| 488 | /** |
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| 489 | * calculate the velocity |
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| 490 | * @param time the timeslice since the last frame |
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| 491 | */ |
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| 492 | void SpaceShip::calculateVelocity (float time) |
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| 493 | { |
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| 494 | Vector accel(0.0, 0.0, 0.0); |
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| 495 | /* |
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[9235] | 496 | Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter |
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[6868] | 497 | */ |
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| 498 | //float rotVal = 0.0; |
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| 499 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 500 | /* calculate the direction in which the craft is heading */ |
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| 501 | |
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| 502 | //Plane plane(Vector(0,1,0), Vector(0,0,0)); |
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| 503 | |
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| 504 | if( this->bUp ) |
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[9869] | 505 | { |
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| 506 | //this->shiftCoor(this->getAbsDirX()); |
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| 507 | //accel += (this->getAbsDirX())*2; |
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| 508 | accel += (this->getAbsDirX())*acceleration; |
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[6868] | 509 | |
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[9869] | 510 | } |
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[6868] | 511 | |
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| 512 | if( this->bDown ) |
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[9869] | 513 | { |
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| 514 | //this->shiftCoor((this->getAbsDirX())*-1); |
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| 515 | //accel -= (this->getAbsDirX())*2; |
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[6868] | 516 | //if(velocity.len() > 50) |
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[9869] | 517 | accel -= (this->getAbsDirX())*0.5*acceleration; |
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[6868] | 518 | |
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| 519 | |
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| 520 | |
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[9869] | 521 | } |
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[6868] | 522 | |
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| 523 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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| 524 | { |
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| 525 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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[9869] | 526 | // accel -= rightDirection; |
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[6868] | 527 | //velocityDir.normalize(); |
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| 528 | //rot +=Vector(1,0,0); |
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| 529 | //rotVal -= .4; |
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| 530 | } |
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| 531 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 532 | { |
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| 533 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 534 | |
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| 535 | // accel += rightDirection; |
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| 536 | //velocityDir.normalize(); |
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| 537 | //rot += Vector(1,0,0); |
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| 538 | //rotVal += .4; |
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| 539 | } |
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| 540 | |
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| 541 | |
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| 542 | if( this->bRollL /* > -this->getRelCoor().z*2*/) |
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| 543 | { |
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| 544 | mouseDir *= Quaternion(-time*2, Vector(1,0,0)); |
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[9869] | 545 | // accel -= rightDirection; |
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[6868] | 546 | //velocityDir.normalize(); |
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| 547 | //rot +=Vector(1,0,0); |
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| 548 | //rotVal -= .4; |
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| 549 | } |
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| 550 | if( this->bRollR /* > this->getRelCoor().z*2*/) |
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| 551 | { |
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| 552 | mouseDir *= Quaternion(time*2, Vector(1,0,0)); |
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| 553 | |
---|
| 554 | // accel += rightDirection; |
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| 555 | //velocityDir.normalize(); |
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| 556 | //rot += Vector(1,0,0); |
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| 557 | //rotVal += .4; |
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| 558 | } |
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| 559 | if (this->bAscend ) |
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| 560 | { |
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| 561 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 562 | |
---|
[9869] | 563 | // accel += upDirection; |
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[6868] | 564 | //velocityDir.normalize(); |
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| 565 | //rot += Vector(0,0,1); |
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| 566 | //rotVal += .4; |
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| 567 | } |
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| 568 | if (this->bDescend ) |
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| 569 | { |
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| 570 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 571 | |
---|
| 572 | // accel -= upDirection; |
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| 573 | //velocityDir.normalize(); |
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| 574 | //rot += Vector(0,0,1); |
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| 575 | //rotVal -= .4; |
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| 576 | } |
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| 577 | |
---|
[6959] | 578 | velocity += accel*time*10; |
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[6868] | 579 | //rot.normalize(); |
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| 580 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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[9961] | 581 | |
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[6868] | 582 | } |
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| 583 | |
---|
| 584 | /** |
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| 585 | * @todo switch statement ?? |
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| 586 | */ |
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| 587 | void SpaceShip::process(const Event &event) |
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| 588 | { |
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[9961] | 589 | //Playable::process(event); |
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[6868] | 590 | |
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| 591 | if( event.type == KeyMapper::PEV_LEFT) |
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[9869] | 592 | this->bRollL = event.bPressed; |
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[6868] | 593 | else if( event.type == KeyMapper::PEV_RIGHT) |
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[9869] | 594 | this->bRollR = event.bPressed; |
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[6997] | 595 | else if( event.type == KeyMapper::PEV_FORWARD) |
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[6868] | 596 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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[6997] | 597 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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[6868] | 598 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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[9961] | 599 | else if( event.type == KeyMapper::PEV_FIRE2) |
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| 600 | this->bSecFire = event.bPressed; |
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[9958] | 601 | else if( event.type == KeyMapper::PEV_FIRE1) |
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[9965] | 602 | this->bFire = event.bPressed; |
---|
[6868] | 603 | else if( event.type == EV_MOUSE_MOTION) |
---|
| 604 | { |
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[9961] | 605 | |
---|
[6868] | 606 | this->xMouse += event.xRel; |
---|
| 607 | this->yMouse += event.yRel; |
---|
| 608 | } |
---|
| 609 | } |
---|
| 610 | |
---|
[9235] | 611 | void SpaceShip::destroy( WorldEntity* killer ) |
---|
[9008] | 612 | { |
---|
| 613 | PRINTF(0)("spaceship destroy\n"); |
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| 614 | } |
---|
[6868] | 615 | |
---|
[9008] | 616 | void SpaceShip::respawn( ) |
---|
| 617 | { |
---|
| 618 | toList( OM_PLAYERS ); |
---|
| 619 | } |
---|
[6868] | 620 | |
---|
| 621 | |
---|
[9957] | 622 | void SpaceShip::damage(float pDamage, float eDamage){ |
---|
[9950] | 623 | if( this->shieldActive) { |
---|
| 624 | if( this->shieldCur > pDamage) { |
---|
| 625 | this->shieldCur = this->shieldCur - pDamage; |
---|
| 626 | } |
---|
| 627 | else { // shield <= pDamage |
---|
[9987] | 628 | this->shieldCur -=pDamage; |
---|
| 629 | this->shieldActive = false; //shield collapses |
---|
[9950] | 630 | pDamage = pDamage - this->shieldCur; |
---|
| 631 | if( !this->shieldActive) { |
---|
[9957] | 632 | this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate |
---|
[9953] | 633 | this->electronicCur -= eDamage; |
---|
[9950] | 634 | } |
---|
| 635 | } |
---|
| 636 | } |
---|
| 637 | else { |
---|
| 638 | this->armorCur = this->armorCur - pDamage; |
---|
| 639 | this->electronicCur = this->electronicCur - eDamage; |
---|
| 640 | } |
---|
| 641 | if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ } |
---|
| 642 | } |
---|
| 643 | |
---|
[9987] | 644 | |
---|
[9957] | 645 | void SpaceShip::regen(float time){ |
---|
| 646 | float tmp; |
---|
[9963] | 647 | if (this->armorCur != this->armorMax || this->armorRegen != 0){ |
---|
| 648 | tmp = this->armorCur + this->armorRegen * time; |
---|
| 649 | if ( tmp > electronicMax) |
---|
| 650 | this->armorCur = this->armorMax; |
---|
| 651 | else |
---|
| 652 | this->armorCur = tmp; |
---|
| 653 | } |
---|
| 654 | if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){ |
---|
[9970] | 655 | tmp = this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time; |
---|
[9957] | 656 | if( tmp > shieldMax) |
---|
[9953] | 657 | this->shieldCur = this->shieldMax; |
---|
| 658 | else |
---|
[9957] | 659 | this->shieldCur = tmp; |
---|
| 660 | this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH); |
---|
[9953] | 661 | } |
---|
[9970] | 662 | |
---|
| 663 | this->setHealth( this->shieldCur); // FIXME currently just to test share system |
---|
| 664 | |
---|
[9963] | 665 | if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){ |
---|
[9957] | 666 | tmp = this->electronicCur + this->electronicRegen * time; |
---|
| 667 | if ( tmp > electronicMax) |
---|
[9953] | 668 | this->electronicCur = this->electronicMax; |
---|
| 669 | else |
---|
[9957] | 670 | this->electronicCur = tmp; |
---|
[9953] | 671 | } |
---|
[9950] | 672 | } |
---|
[9965] | 673 | |
---|
[9987] | 674 | |
---|
[9965] | 675 | /** |
---|
| 676 | * Weapon regeneration |
---|
| 677 | * does not use any reactor capacity, as it wouldn't work in a consistent way. |
---|
| 678 | */ |
---|
| 679 | void SpaceShip::weaponRegen(float time) |
---|
| 680 | { |
---|
| 681 | float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time; |
---|
| 682 | Weapon* weapon; |
---|
[9987] | 683 | for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) |
---|
[9965] | 684 | { |
---|
| 685 | weapon = this->weaponMan.getWeapon(i); |
---|
| 686 | if( weapon != NULL && weapon->isActive()) |
---|
| 687 | { |
---|
| 688 | weapon->increaseEnergy( energy); |
---|
| 689 | } |
---|
| 690 | |
---|
| 691 | } |
---|
| 692 | // weaponMan.increaseAmmunition( weapon, energy); |
---|
| 693 | |
---|
| 694 | } |
---|
[9975] | 695 | |
---|
[9987] | 696 | |
---|
[9975] | 697 | void SpaceShip::enterPlaymode(Playable::Playmode playmode) |
---|
| 698 | { |
---|
| 699 | } |
---|
| 700 | |
---|
[9987] | 701 | |
---|
[9975] | 702 | void SpaceShip::movement (float dt) |
---|
| 703 | { |
---|
| 704 | } |
---|