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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10001

Last change on this file since 10001 was 10001, checked in by nicolasc, 17 years ago

reactivated rotation in hbolt.cc

File size: 21.3 KB
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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
22#include "util/loading/resource_manager.h"
23
24#include "weapons/test_gun.h"
25#include "weapons/light_blaster.h"
26#include "weapons/medium_blaster.h"
27#include "weapons/heavy_blaster.h"
28#include "weapons/boomerang_gun.h"
29#include "weapons/turret.h"
30#include "weapons/cannon.h"
31
32#include "particles/dot_emitter.h"
33#include "particles/sprite_particles.h"
34
35#include "util/loading/factory.h"
36#include "key_mapper.h"
37
38#include "network_game_manager.h"
39#include "shared_network_data.h"
40
41#include "power_ups/weapon_power_up.h"
42#include "power_ups/param_power_up.h"
43
44#include "graphics_engine.h"
45
46#include "plane.h"
47
48#include "state.h"
49#include "player.h"
50
51#include "util/loading/load_param.h"
52
53
54// #include "lib/gui/gl_gui/glgui_bar.h"
55// #include "lib/gui/gl_gui/glgui_pushbutton.h"
56
57
58#include "class_id_DEPRECATED.h"
59ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
60CREATE_FACTORY(SpaceShip);
61
62#include "script_class.h"
63CREATE_SCRIPTABLE_CLASS(SpaceShip,
64                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
65                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
66                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
67                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
68                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
69                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
70                        //Coordinates
71                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
72                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
73                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
74                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
75                       );
76
77/**
78 *  destructs the spaceship, deletes alocated memory
79 */
80SpaceShip::~SpaceShip ()
81{
82  this->setPlayer(NULL);
83}
84
85/**
86 * loads a Spaceships information from a specified file.
87 * @param fileName the name of the File to load the spaceship from (absolute path)
88 */
89SpaceShip::SpaceShip(const std::string& fileName)
90    : secWeaponMan(this),
91    supportedPlaymodes(Playable::Full3D || Playable::Horizontal || Playable::Vertical),
92    playmode(Playable::Full3D)
93{
94  this->init();
95  TiXmlDocument doc(fileName);
96
97  if(!doc.LoadFile())
98  {
99    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
100    return;
101  }
102
103  this->loadParams(doc.RootElement());
104}
105
106/**
107 *  creates a new Spaceship from Xml Data
108 * @param root the xml element containing spaceship data
109
110   @todo add more parameters to load
111*/
112SpaceShip::SpaceShip(const TiXmlElement* root)
113    : secWeaponMan(this),
114    supportedPlaymodes(Playable::Full3D || Playable::Horizontal || Playable::Vertical),
115    playmode(Playable::Full3D)
116{
117  this->init();
118  if (root != NULL)
119    this->loadParams(root);
120
121}
122
123
124/**
125 * initializes a Spaceship
126 */
127void SpaceShip::init()
128{
129
130  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
131  this->registerObject(this, SpaceShip::_objectList);
132
133  PRINTF(4)("SPACESHIP INIT\n");
134
135  secWeaponMan.showCrosshair();
136
137  //weapons:
138
139  Weapon* wpRight1 = new LightBlaster ();
140  wpRight1->setName("Light Blaster Right");
141  Weapon* wpLeft1 = new LightBlaster ();
142  wpLeft1->setName("Medium Blaster Left");
143
144  Weapon* wpRight2 = new MediumBlaster ();
145  wpRight2->setName("Medium Blaster Right");
146  Weapon* wpLeft2 = new MediumBlaster ();
147  wpLeft2->setName("Medium Blaster Left");
148
149  Weapon* wpRight3 = new HeavyBlaster ();
150  wpRight3->setName("Heavy Blaster Right");
151  Weapon* wpLeft3 = new HeavyBlaster ();
152  wpLeft3->setName("Heavy Blaster Left");
153
154  Weapon* cannon = new BoomerangGun();//Cannon();
155  cannon->setName("End of World");
156
157
158  this->weaponMan.addWeapon( wpLeft1, 1, 0);
159  this->weaponMan.addWeapon( wpRight1, 1, 1);
160  this->weaponMan.addWeapon( wpLeft2, 1, 2);
161  this->weaponMan.addWeapon( wpRight2, 1, 3);
162  this->weaponMan.addWeapon( wpLeft3, 0, 4);
163  this->weaponMan.addWeapon( wpRight3, 0, 5);
164
165  this->secWeaponMan.addWeapon( cannon, 0, 0);
166
167  this->weaponMan.changeWeaponConfig(0);
168
169  wpRight1->requestAction(WA_ACTIVATE);
170  wpLeft1->requestAction(WA_ACTIVATE);
171  wpRight2->requestAction(WA_ACTIVATE);
172  wpLeft2->requestAction(WA_ACTIVATE);
173  wpRight3->requestAction(WA_ACTIVATE);
174  wpLeft3->requestAction(WA_ACTIVATE);
175
176  cannon->requestAction(WA_ACTIVATE);
177
178  curWeaponPrimary    = 0;
179  curWeaponSecondary  = 0;
180
181  Playable::weaponConfigChanged();
182
183  reactorOutput     = 10;
184
185  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
186  engineSpeedBase   = 5;
187  shieldRegen       = 2;
188
189  shieldEnergyShare = 0.3;
190  weaponEnergyShare = 0.3;
191  engineEnergyShare = 0.4;
192
193  shieldCur         = 20;
194  shieldMax         = 100;
195
196  /*
197  this->addWeapon(wpLeft, 1, 0);
198  this->addWeapon(wpRight,1 ,1);
199  //this->addWeapon(cannon, 0, 6);
200
201  this->getWeaponManager().changeWeaponConfig(1);
202  */
203
204  this->loadModel("models/ships/mantawing.obj");
205
206  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
207
208  xMouse = yMouse = 0;
209  yInvert = 1;
210  mouseSensitivity = 0.001;
211  airViscosity = 0.9;
212  controlVelocityX = 25;
213  controlVelocityY = 150;
214  shipInertia = 1.5;
215  //  cycle = 0.0;
216
217  this->setHealthMax(shieldMax);
218  this->setHealth(shieldCur);
219
220  travelSpeed = 0.0;
221  acceleration = 3;
222  this->velocity = this->getAbsDirX()*travelSpeed;
223  this->mouseDir = this->getAbsDir();
224  this->pitchDir = this->getAbsDir();
225
226
227  //   GLGuiButton* button = new GLGuiPushButton();
228  //    button->show();
229  //    button->setLabel("orxonox");
230  //    button->setBindNode(this);
231  //     GLGuiBar* bar = new GLGuiBar();
232  //     bar->show();
233  //     bar->setValue(7.0);
234  //     bar->setMaximum(10);
235  //     bar->setSize2D( 20, 100);
236  //     bar->setAbsCoor2D( 10, 200);
237
238  //add events to the eventlist
239  registerEvent(KeyMapper::PEV_FORWARD);
240  registerEvent(KeyMapper::PEV_BACKWARD);
241  registerEvent(KeyMapper::PEV_LEFT);
242  registerEvent(KeyMapper::PEV_RIGHT);
243  //registerEvent(SDLK_q);
244  //registerEvent(SDLK_e);
245  registerEvent(KeyMapper::PEV_FIRE1);
246  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
247  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
248  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
249  //registerEvent(SDLK_PAGEUP);
250  //registerEvent(SDLK_PAGEDOWN);
251  registerEvent(EV_MOUSE_MOTION);
252
253  this->weaponMan.setSlotCount(6);
254
255  this->weaponMan.setSlotPosition(0, Vector(-2.6, .1, -3.0));
256  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
257
258  this->weaponMan.setSlotPosition(1, Vector(-2.6, .1, 3.0));
259  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
260
261  this->weaponMan.setSlotPosition(2, Vector(-1.5, .5, -.5));
262  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
263
264  this->weaponMan.setSlotPosition(3, Vector(-1.5, .5, .5));
265  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
266
267  this->weaponMan.setSlotPosition(4, Vector(-1.5, -.5, .5));
268  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
269
270  this->weaponMan.setSlotPosition(5, Vector(-1.5, -.5, -.5));
271  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
272
273  this->secWeaponMan.setSlotCount(6);
274
275  this->secWeaponMan.setSlotPosition(0, Vector(2.6, -2.5, 0));
276  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
277
278  this->secWeaponMan.setSlotPosition(1, Vector(2.6, .1, 3.0));
279  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
280
281  this->secWeaponMan.setSlotPosition(2, Vector(1.5, .5, -.5));
282  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
283
284  this->secWeaponMan.setSlotPosition(3, Vector(1.5, .5, .5));
285  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
286
287  this->secWeaponMan.setSlotPosition(4, Vector(1.5, -.5, .5));
288  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
289
290  this->secWeaponMan.setSlotPosition(5, Vector(1.5, -.5, -.5));
291  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
292
293  //
294  //   this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
295  //   this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
296  //
297  //   this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
298  //   this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
299
300  this->weaponMan.getFixedTarget()->setParent(this);
301  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
302 
303  this->secWeaponMan.getFixedTarget()->setParent(this);
304  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
305
306  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
307
308  this->burstEmitter = new DotEmitter(200, 0.0, .01);
309  this->burstEmitter->setParent(this);
310  this->burstEmitter->setRelCoor(-1, .5, 0);
311  this->burstEmitter->setName("SpaceShip_Burst_emitter");
312
313  this->burstSystem = new SpriteParticles(1000);
314  this->burstSystem->addEmitter(this->burstEmitter);
315  this->burstSystem->setName("SpaceShip_Burst_System");
316  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
317  this->burstSystem->setLifeSpan(1.0, .3);
318  this->burstSystem->setRadius(0.0, 1.0);
319  this->burstSystem->setRadius(0.05, 1.0);
320  this->burstSystem->setRadius(.5, .8);
321  this->burstSystem->setRadius(1.0, 0);
322  this->burstSystem->setColor(0.0, .7,.7,1,.7);
323  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
324  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
325  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
326
327  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
328  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
329
330  registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) );
331  registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) );
332  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
333  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
334  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
335  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
336  registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) );
337  registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) );
338}
339
340
341/**
342 * loads the Settings of a SpaceShip from an XML-element.
343 * @param root the XML-element to load the Spaceship's properties from
344 */
345void SpaceShip::loadParams(const TiXmlElement* root)
346{
347  Playable::loadParams(root);
348}
349
350void SpaceShip::setPlayDirection(const Quaternion& quat, float speed)
351{
352  this->mouseDir = quat;
353}
354
355
356void SpaceShip::reset()
357{
358  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
359
360  xMouse = yMouse = 0;
361
362  this->setHealth(80);
363  this->velocity = Vector(0.0, 0.0, 0.0);
364}
365
366
367void SpaceShip::enter()
368{
369  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
370  this->attachCamera();
371}
372
373void SpaceShip::leave()
374{
375  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
376  this->detachCamera();
377}
378
379
380/**
381 *  effect that occurs after the SpaceShip is spawned
382*/
383void SpaceShip::postSpawn ()
384{
385  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
386}
387
388/**
389 *  the action occuring if the spaceship left the game
390*/
391void SpaceShip::leftWorld ()
392{}
393
394WorldEntity* ref = NULL;
395/**
396 *  this function is called, when two entities collide
397 * @param entity: the world entity with whom it collides
398 *
399 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
400 */
401void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
402{
403}
404
405/**
406 *  draws the spaceship after transforming it.
407*/
408void SpaceShip::draw () const
409{
410  WorldEntity::draw();
411
412  //this->debug(0);
413}
414
415/**
416 *  the function called for each passing timeSnap
417 * @param time The timespan passed since last update
418*/
419void SpaceShip::tick (float time)
420{
421  // Playable::tick(time);$
422
423  // Own Tick Setup, as a different fire routine is used on the weapon manager
424  this->weaponMan.tick(time);
425  this->secWeaponMan.tick(time);
426
427  if( this->bFire)
428  {
429    this->weaponMan.fire();
430  }
431  if( this->bSecFire)
432  {
433    this->secWeaponMan.fire();
434    this->bSecFire = !this->bSecFire;   // FIXME This currently is needed to prevent "echo fires" of a second rocket after its cooldown has passed
435  }
436
437
438  // Shield Regeneration and other regular calculations on the ship
439  this->regen(time);
440
441  // Weapon Regeneration and other regular calculations on the ship
442  this->weaponRegen(time);
443
444  // current engine speed output
445  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
446
447
448
449  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
450  {
451    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
452    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
453    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
454    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
455
456    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
457
458    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
459    xMouse = yMouse = 0;
460  }
461
462 
463
464
465  //   if( this != State::getPlayer()->getControllable())
466  //     return;
467
468  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
469  //if (this->getOwner() == this->getHostID())
470  this->calculateVelocity(time);
471
472
473  Vector move = velocity*time;
474
475  //orient the velocity in the direction of the spaceship.
476  travelSpeed = velocity.len();
477  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
478  velocity = (velocity.getNormalized())*travelSpeed;
479  this->burstEmitter->setEmissionRate(travelSpeed);
480  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
481
482  //orient the spaceship in direction of the mouse
483  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
484  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
485    this->setAbsDir( rotQuat);
486  //this->setAbsDirSoft(mouseDir,5);
487
488  // this is the air friction (necessary for a smooth control)
489  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
490  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
491
492  //other physics (gravity)
493  //if(travelSpeed < 120)
494  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
495
496  //hoover effect
497  //cycle += time;
498  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
499
500  //readjust
501  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
502  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
503
504  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
505
506  this->shiftCoor(move);
507
508  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
509
510}
511
512/**
513 *  calculate the velocity
514 * @param time the timeslice since the last frame
515*/
516void SpaceShip::calculateVelocity (float time)
517{
518  Vector accel(0.0, 0.0, 0.0);
519  /*
520  Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter
521  */
522  //float rotVal = 0.0;
523  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
524  /* calculate the direction in which the craft is heading  */
525
526  //Plane plane(Vector(0,1,0), Vector(0,0,0));
527
528  if( this->bUp )
529  {
530    //this->shiftCoor(this->getAbsDirX());
531    //accel += (this->getAbsDirX())*2;
532    accel += (this->getAbsDirX())*acceleration;
533
534  }
535
536  if( this->bDown )
537  {
538    //this->shiftCoor((this->getAbsDirX())*-1);
539    //accel -= (this->getAbsDirX())*2;
540    //if(velocity.len() > 50)
541    accel -= (this->getAbsDirX())*0.5*acceleration;
542
543
544
545  }
546
547  if( this->bLeft/* > -this->getRelCoor().z*2*/)
548  {
549    this->shiftDir(Quaternion(time, Vector(0,1,0)));
550    //    accel -= rightDirection;
551    //velocityDir.normalize();
552    //rot +=Vector(1,0,0);
553    //rotVal -= .4;
554  }
555  if( this->bRight /* > this->getRelCoor().z*2*/)
556  {
557    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
558
559    //    accel += rightDirection;
560    //velocityDir.normalize();
561    //rot += Vector(1,0,0);
562    //rotVal += .4;
563  }
564
565
566  if( this->bRollL /* > -this->getRelCoor().z*2*/)
567  {
568    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
569    //    accel -= rightDirection;
570    //velocityDir.normalize();
571    //rot +=Vector(1,0,0);
572    //rotVal -= .4;
573  }
574  if( this->bRollR /* > this->getRelCoor().z*2*/)
575  {
576    mouseDir *= Quaternion(time*2, Vector(1,0,0));
577
578    //    accel += rightDirection;
579    //velocityDir.normalize();
580    //rot += Vector(1,0,0);
581    //rotVal += .4;
582  }
583  if (this->bAscend )
584  {
585    this->shiftDir(Quaternion(time, Vector(0,0,1)));
586
587    //    accel += upDirection;
588    //velocityDir.normalize();
589    //rot += Vector(0,0,1);
590    //rotVal += .4;
591  }
592  if (this->bDescend )
593  {
594    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
595
596    //    accel -= upDirection;
597    //velocityDir.normalize();
598    //rot += Vector(0,0,1);
599    //rotVal -= .4;
600  }
601
602  velocity += accel*time*10;
603  //rot.normalize();
604  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
605
606}
607
608/**
609 * @todo switch statement ??
610 */
611void SpaceShip::process(const Event &event)
612{
613  //Playable::process(event);
614
615  if( event.type == KeyMapper::PEV_LEFT)
616    this->bRollL = event.bPressed;
617  else if( event.type == KeyMapper::PEV_RIGHT)
618    this->bRollR = event.bPressed;
619  else if( event.type == KeyMapper::PEV_FORWARD)
620    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
621  else if( event.type == KeyMapper::PEV_BACKWARD)
622    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
623  else if( event.type == KeyMapper::PEV_FIRE2)
624    this->bSecFire = event.bPressed;
625  else if( event.type == KeyMapper::PEV_FIRE1)
626    this->bFire = event.bPressed;
627  else if( event.type == EV_MOUSE_MOTION)
628  {
629
630    this->xMouse += event.xRel;
631    this->yMouse += event.yRel;
632  }
633}
634
635void SpaceShip::destroy( WorldEntity* killer )
636{
637  PRINTF(0)("spaceship destroy\n");
638}
639
640void SpaceShip::respawn( )
641{
642  toList( OM_PLAYERS );
643}
644
645
646void SpaceShip::damage(float pDamage, float eDamage){
647if( this->shieldActive) {
648    if( this->shieldCur > pDamage) {
649      this->shieldCur = this->shieldCur - pDamage;
650    }
651    else { // shield <= pDamage
652      this->shieldCur -=pDamage;
653      this->shieldActive = false; //shield collapses
654      pDamage = pDamage - this->shieldCur;
655      if( !this->shieldActive) {
656        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
657        this->electronicCur -= eDamage;
658      }
659    }
660  }
661  else {
662    this->armorCur = this->armorCur - pDamage;
663    this->electronicCur = this->electronicCur - eDamage;
664  }
665  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
666}
667
668
669void SpaceShip::regen(float time){
670  float tmp;
671  if (this->armorCur != this->armorMax || this->armorRegen != 0){
672    tmp = this->armorCur + this->armorRegen * time;
673    if ( tmp > electronicMax)
674      this->armorCur = this->armorMax;
675    else
676      this->armorCur = tmp;
677  }
678  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
679    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
680    if( tmp > shieldMax)
681      this->shieldCur = this->shieldMax;
682    else
683      this->shieldCur = tmp;
684    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
685  }
686
687  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
688
689  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
690    tmp = this->electronicCur + this->electronicRegen * time;
691    if ( tmp > electronicMax)
692      this->electronicCur = this->electronicMax;
693    else
694      this->electronicCur = tmp;
695  }
696}
697
698
699/**
700 * Weapon regeneration
701 * does not use any reactor capacity, as it wouldn't work in a consistent way.
702 */
703void SpaceShip::weaponRegen(float time)
704{
705  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
706  Weapon* weapon;
707  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
708  {
709    weapon = this->weaponMan.getWeapon(i);
710    if( weapon != NULL && weapon->isActive())
711    {
712      weapon->increaseEnergy( energy);
713    }
714
715  }
716  // weaponMan.increaseAmmunition( weapon, energy);
717 
718}
719
720
721void SpaceShip::enterPlaymode(Playable::Playmode playmode)
722{
723}
724
725
726void SpaceShip::movement (float dt)
727{
728}
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