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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10032

Last change on this file since 10032 was 10032, checked in by muellmic, 17 years ago

changed roll- handling at left/right translation

File size: 28.6 KB
Line 
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/swarm_launcher.h"
29#include "weapons/boomerang_gun.h"
30#include "weapons/turret.h"
31#include "weapons/cannon.h"
32
33#include "particles/dot_emitter.h"
34#include "particles/sprite_particles.h"
35
36#include "util/loading/factory.h"
37#include "key_mapper.h"
38
39#include "network_game_manager.h"
40#include "shared_network_data.h"
41
42#include "power_ups/weapon_power_up.h"
43#include "power_ups/param_power_up.h"
44
45#include "graphics_engine.h"
46
47#include "plane.h"
48
49#include "state.h"
50#include "player.h"
51
52#include "util/loading/load_param.h"
53#include "time.h"
54
55
56// #include "lib/gui/gl_gui/glgui_bar.h"
57// #include "lib/gui/gl_gui/glgui_pushbutton.h"
58
59
60#include "class_id_DEPRECATED.h"
61ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
62CREATE_FACTORY(SpaceShip);
63
64#include "script_class.h"
65CREATE_SCRIPTABLE_CLASS(SpaceShip,
66                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
67                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
68                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
69                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
70                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
71                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
72                        //Coordinates
73                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
74                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
75                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
76                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
77                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
78                       );
79
80/**
81 *  destructs the spaceship, deletes alocated memory
82 */
83SpaceShip::~SpaceShip ()
84{
85  this->setPlayer(NULL);
86}
87
88/**
89 * loads a Spaceships information from a specified file.
90 * @param fileName the name of the File to load the spaceship from (absolute path)
91 */
92SpaceShip::SpaceShip(const std::string& fileName)
93    : secWeaponMan(this) //,
94    //supportedPlaymodes(Playable::Vertical) ,
95    //playmode(Playable::Vertical)
96{
97  this->init();
98  TiXmlDocument doc(fileName);
99
100  if(!doc.LoadFile())
101  {
102    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
103    return;
104  }
105
106  this->loadParams(doc.RootElement());
107}
108
109/**
110 *  creates a new Spaceship from Xml Data
111 * @param root the xml element containing spaceship data
112
113   @todo add more parameters to load
114*/
115SpaceShip::SpaceShip(const TiXmlElement* root)
116    : secWeaponMan(this) //,
117    //supportedPlaymodes(Playable::Vertical) ,
118    //playmode(Playable::Vertical)
119{
120  this->init();
121  if (root != NULL)
122    this->loadParams(root);
123
124}
125
126
127/**
128 * initializes a Spaceship
129 */
130void SpaceShip::init()
131{
132
133  srand(time(0));   //initialize Random Nomber Generator
134
135  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
136  this->registerObject(this, SpaceShip::_objectList);
137
138  PRINTF(4)("SPACESHIP INIT\n");
139
140  secWeaponMan.showCrosshair();
141
142  //weapons:
143
144  Weapon* wpRight1 = new LightBlaster ();
145  wpRight1->setName("LightBlaster");
146  Weapon* wpLeft1 = new LightBlaster ();
147  wpLeft1->setName("LightBlaster");
148
149  Weapon* wpRight2 = new MediumBlaster ();
150  wpRight2->setName("MediumBlaster");
151  Weapon* wpLeft2 = new MediumBlaster ();
152  wpLeft2->setName("MediumBlaster");
153
154  Weapon* wpRight3 = new HeavyBlaster ();
155  wpRight3->setName("HeavyBlaster");
156  Weapon* wpLeft3 = new HeavyBlaster ();
157  wpLeft3->setName("HeavyBlaster");
158
159  Weapon* cannon = new SwarmLauncher();
160  cannon->setName("SwarmLauncher");
161 
162
163
164  this->weaponMan.addWeapon( wpLeft1, 0, 0);
165  this->weaponMan.addWeapon( wpRight1, 0, 1);
166  this->weaponMan.addWeapon( wpLeft2, 0, 2);
167  this->weaponMan.addWeapon( wpRight2, 0, 3);
168  this->weaponMan.addWeapon( wpLeft3, 0, 4);
169  this->weaponMan.addWeapon( wpRight3, 0, 5);
170
171  this->secWeaponMan.addWeapon( cannon, 1, 0);
172
173  this->weaponMan.changeWeaponConfig(0);
174  this->secWeaponMan.changeWeaponConfig(1);
175
176  wpRight1->requestAction(WA_ACTIVATE);
177  wpLeft1->requestAction(WA_ACTIVATE);
178  wpRight2->requestAction(WA_ACTIVATE);
179  wpLeft2->requestAction(WA_ACTIVATE);
180  wpRight3->requestAction(WA_ACTIVATE);
181  wpLeft3->requestAction(WA_ACTIVATE);
182
183  cannon->requestAction(WA_ACTIVATE);
184
185  curWeaponPrimary    = 0;
186  curWeaponSecondary  = 0;
187
188  Playable::weaponConfigChanged();
189
190  reactorOutput     = 10;
191
192  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
193  engineSpeedBase   = 5;
194  shieldRegen       = 2;
195
196  shieldEnergyShare = 0.3;
197  weaponEnergyShare = 0.3;
198  engineEnergyShare = 0.4;
199
200  shieldCur         = 20;
201  shieldMax         = 100;
202  shieldTH          = .2* shieldMax;   // shield power must be 20% before shield kicks in again
203
204  electronicCur = 50;
205  electronicMax = 50;
206  electronicRegen   = 3;
207  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
208
209  /*
210  this->addWeapon(wpLeft, 1, 0);
211  this->addWeapon(wpRight,1 ,1);
212  //this->addWeapon(cannon, 0, 6);
213
214  this->getWeaponManager().changeWeaponConfig(1);
215  */
216
217  this->loadModel("models/ships/mantawing.obj");
218  //this->setVisibiliy(false);
219
220  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
221 
222  /*
223  xMouse = yMouse = 0;
224  yInvert = 1;
225  mouseSensitivity = 0.001;
226  airViscosity = 0.9;
227  controlVelocityX = 25;
228  controlVelocityY = 150;
229  shipInertia = 1.5;
230  */
231  //  cycle = 0.0;
232
233  this->setHealthMax(shieldMax);
234  this->setHealth(shieldCur);
235
236  this->travelNode = new PNode();
237
238  // camera - issue
239  //this->cameraNode = State::getCameraNode();
240  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
241  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
242
243  /*
244  this->velocity = this->getAbsDirX()*travelSpeed;
245  this->mouseDir = this->getAbsDir();
246  this->pitchDir = this->getAbsDir();
247  */
248
249
250  //   GLGuiButton* button = new GLGuiPushButton();
251  //    button->show();
252  //    button->setLabel("orxonox");
253  //    button->setBindNode(this);
254  //     GLGuiBar* bar = new GLGuiBar();
255  //     bar->show();
256  //     bar->setValue(7.0);
257  //     bar->setMaximum(10);
258  //     bar->setSize2D( 20, 100);
259  //     bar->setAbsCoor2D( 10, 200);
260
261  //add events to the eventlist
262  registerEvent(KeyMapper::PEV_FORWARD);
263  registerEvent(KeyMapper::PEV_BACKWARD);
264  registerEvent(KeyMapper::PEV_LEFT);
265  registerEvent(KeyMapper::PEV_RIGHT);
266  //registerEvent(SDLK_q);
267  //registerEvent(SDLK_e);
268  registerEvent(KeyMapper::PEV_FIRE1);
269  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
270  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
271  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
272  //registerEvent(SDLK_PAGEUP);
273  //registerEvent(SDLK_PAGEDOWN);
274  registerEvent(EV_MOUSE_MOTION);
275
276  this->weaponMan.setSlotCount(6);
277
278  this->weaponMan.setSlotPosition(0, Vector(-2.6, .1, -3.0));
279  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
280
281  this->weaponMan.setSlotPosition(1, Vector(-2.6, .1, 3.0));
282  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
283
284  this->weaponMan.setSlotPosition(2, Vector(-1.5, .5, -.5));
285  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
286
287  this->weaponMan.setSlotPosition(3, Vector(-1.5, .5, .5));
288  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
289
290  this->weaponMan.setSlotPosition(4, Vector(-1.5, -.5, .5));
291  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
292
293  this->weaponMan.setSlotPosition(5, Vector(-1.5, -.5, -.5));
294  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
295
296  this->secWeaponMan.setSlotCount(6);
297
298  this->secWeaponMan.setSlotPosition(0, Vector(1.5, -1, 0));
299  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
300
301  this->secWeaponMan.setSlotPosition(1, Vector(2.6, .1, 3.0));
302  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
303
304  this->secWeaponMan.setSlotPosition(2, Vector(1.5, .5, -.5));
305  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
306
307  this->secWeaponMan.setSlotPosition(3, Vector(1.5, .5, .5));
308  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
309
310  this->secWeaponMan.setSlotPosition(4, Vector(1.5, -.5, .5));
311  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
312
313  this->secWeaponMan.setSlotPosition(5, Vector(1.5, -.5, -.5));
314  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
315
316  //
317  //   this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
318  //   this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
319  //
320  //   this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
321  //   this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
322
323  this->weaponMan.getFixedTarget()->setParent(this);
324  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
325
326 
327  this->secWeaponMan.getFixedTarget()->setParent(this);
328  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
329  this->secWeaponMan.setRotationSpeed(0);
330
331  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
332
333  this->burstEmitter = new DotEmitter(200, 0.0, .01);
334  this->burstEmitter->setParent(this);
335  this->burstEmitter->setRelCoor(-1, .5, 0);
336  this->burstEmitter->setName("SpaceShip_Burst_emitter");
337
338  this->burstSystem = new SpriteParticles(1000);
339  this->burstSystem->addEmitter(this->burstEmitter);
340  this->burstSystem->setName("SpaceShip_Burst_System");
341  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
342  this->burstSystem->setLifeSpan(1.0, .3);
343  this->burstSystem->setRadius(0.0, 1.0);
344  this->burstSystem->setRadius(0.05, 1.0);
345  this->burstSystem->setRadius(.5, .8);
346  this->burstSystem->setRadius(1.0, 0);
347  this->burstSystem->setColor(0.0, .7,.7,1,.7);
348  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
349  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
350  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
351
352  /*
353  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
354  registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) );
355  registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) );
356  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
357  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
358  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
359  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
360  registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) );
361  registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) );
362  */
363
364  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
365  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
366  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
367  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
368  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
369  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
370  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
371
372  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
373
374  //this->airFriction = 0.5f;
375  this->travelDistancePlus = Vector2D(38.0, 43.0);
376  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
377  this->travelSpeed = 80;
378  this->cameraSpeed = 40;
379  this->cameraLook = 0.0f;
380  this->acceleration = 120.0f;
381  //this->airFriction = 0.0f;
382
383  srand(time(0));  //initaialize RNG
384
385  this->travelNode->debugDraw();
386
387  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
388}
389
390
391/**
392 * loads the Settings of a SpaceShip from an XML-element.
393 * @param root the XML-element to load the Spaceship's properties from
394 */
395void SpaceShip::loadParams(const TiXmlElement* root)
396{
397  Playable::loadParams(root);
398
399  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
400}
401
402
403void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
404{
405  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
406}
407
408void SpaceShip::setTravelSpeed(float travelSpeed)
409{
410  this->travelSpeed = travelSpeed;
411}
412
413/*
414void SpaceShip::setTravelHeight(float travelHeight)
415{
416  if (this->toTravelHeight == NULL)
417    this->toTravelHeight = new float;
418  *this->toTravelHeight = travelHeight;
419}
420*/
421
422/*
423void SpaceShip::setTravelDistance(const Vector2D& distance)
424{
425  this->travelDistance = distance;
426}
427
428void SpaceShip::setTravelDistance(float x, float y)
429{
430  this->setTravelDistance(Vector2D(x, y));
431}
432*/
433
434
435
436void SpaceShip::reset()
437{
438  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
439
440  //xMouse = yMouse = 0;
441
442  this->setHealth(80);
443  this->velocity = Vector(0.0, 0.0, 0.0);
444}
445
446
447void SpaceShip::enter()
448{
449  this->secWeaponMan.showCrosshair();
450  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
451  //this->attachCamera();
452 // this->setPlaymode(Playable::Horizontal);
453}
454
455void SpaceShip::leave()
456{
457  this->secWeaponMan.hideCrosshair();
458  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
459  //this->detachCamera();
460}
461
462
463/**
464 *  effect that occurs after the SpaceShip is spawned
465*/
466void SpaceShip::postSpawn ()
467{
468  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
469}
470
471/**
472 *  the action occuring if the spaceship left the game
473*/
474void SpaceShip::leftWorld ()
475{}
476
477WorldEntity* ref = NULL;
478/**
479 *  this function is called, when two entities collide
480 * @param entity: the world entity with whom it collides
481 *
482 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
483 */
484void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
485{
486}
487
488/**
489 *  draws the spaceship after transforming it.
490*/
491void SpaceShip::draw () const
492{
493  WorldEntity::draw();
494
495  //this->debug(0);
496}
497
498/**
499 *  the function called for each passing timeSnap
500 * @param time The timespan passed since last update
501*/
502void SpaceShip::tick (float time)
503{
504  // Playable::tick(time);$
505
506  // Own Tick Setup, as a different fire routine is used on the weapon manager
507  this->weaponMan.tick(time);
508  this->secWeaponMan.tick(time);
509
510  if( this->systemFailure() )
511    bFire = bSecFire = false;
512
513  if( this->bFire)
514  {
515    this->weaponMan.fire();
516  }
517  if( this->bSecFire)
518  {
519    this->secWeaponMan.fire();
520    this->bSecFire = !this->bSecFire;   // FIXME This currently is needed to prevent "echo fires" of a second rocket after its cooldown has passed
521  }
522
523
524  // Shield Regeneration and other regular calculations on the ship
525  this->regen(time);
526
527  // Weapon Regeneration and other regular calculations on the ship
528  this->weaponRegen(time);
529
530  // current engine speed output
531  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
532
533
534  /*
535  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
536  {
537    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
538    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
539    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
540    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
541
542    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
543
544    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
545    xMouse = yMouse = 0;
546  }
547*/
548
549  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
550  //if (this->getOwner() == this->getHostID())
551
552  //is->calculateVelocity(time);
553
554
555  //vector move = velocity*time;
556
557  /*
558  //orient the velocity in the direction of the spaceship.
559  travelSpeed = velocity.len();
560  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
561  velocity = (velocity.getNormalized())*travelSpeed;
562  */
563  this->movement(time);
564
565   // TRYING TO FIX PNode.
566  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
567  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
568
569  this->burstEmitter->setEmissionRate(travelSpeed);
570  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
571
572  //orient the spaceship in direction of the mouse
573  /*
574  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
575  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
576    this->setAbsDir( rotQuat);
577  //this->setAbsDirSoft(mouseDir,5);
578  */
579
580  // this is the air friction (necessary for a smooth control)
581  /*
582  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
583  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
584  */
585
586  //other physics (gravity)
587  //if(travelSpeed < 120)
588  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
589
590  //hoover effect
591  //cycle += time;
592  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
593
594  //readjust
595  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
596  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
597
598  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
599
600  /*
601  this->shiftCoor(move);
602  */
603
604  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
605
606}
607
608/*
609void SpaceShip::calculateVelocity (float time)
610{
611  Vector accel(0.0, 0.0, 0.0);
612  /* calculate the direction in which the craft is heading  */
613  /*
614  if( this->bUp )
615  {
616    accel += (this->getAbsDirX())*acceleration;
617
618  }
619
620  if( this->bDown )
621  {
622    accel -= (this->getAbsDirX())*0.5*acceleration;
623
624  }
625
626  if( this->bLeft)
627  {
628    this->shiftDir(Quaternion(time, Vector(0,1,0)));
629  }
630  if( this->bRight)
631  {
632    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
633  }
634
635
636  if( this->bRollL)
637  {
638    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
639  }
640  if( this->bRollR)
641  {
642    mouseDir *= Quaternion(time*2, Vector(1,0,0));
643
644  }
645  if (this->bAscend )
646  {
647    this->shiftDir(Quaternion(time, Vector(0,0,1)));
648  }
649  if (this->bDescend )
650  {
651    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
652  }
653
654  velocity += accel*time*10;
655
656}
657*/
658
659/**
660 * @todo switch statement ??
661 */
662void SpaceShip::process(const Event &event)
663{
664  //Playable::process(event);
665
666  if( event.type == KeyMapper::PEV_LEFT)
667    this->bLeft = event.bPressed;
668  else if( event.type == KeyMapper::PEV_RIGHT)
669    this->bRight = event.bPressed;
670  else if( event.type == KeyMapper::PEV_FORWARD)
671    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
672  else if( event.type == KeyMapper::PEV_BACKWARD)
673    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
674  else if( event.type == KeyMapper::PEV_FIRE2)
675    this->bSecFire = event.bPressed;
676  else if( event.type == KeyMapper::PEV_FIRE1)
677    this->bFire = event.bPressed;
678
679
680  /*
681  else if( event.type == EV_MOUSE_MOTION)
682  {
683
684    this->xMouse += event.xRel;
685    this->yMouse += event.yRel;
686  }
687  */
688}
689
690void SpaceShip::destroy( WorldEntity* killer )
691{
692  PRINTF(0)("spaceship destroy\n");
693}
694
695void SpaceShip::respawn( )
696{
697  toList( OM_PLAYERS );
698}
699
700
701void SpaceShip::damage(float pDamage, float eDamage){
702if( this->shieldActive) {
703    if( this->shieldCur > pDamage) {
704      this->shieldCur = this->shieldCur - pDamage;
705    }
706    else { // shield <= pDamage
707      this->shieldCur -=pDamage;
708      this->shieldActive = false; //shield collapses
709      pDamage = pDamage - this->shieldCur;
710      if( !this->shieldActive) {
711        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
712        this->electronicCur -= eDamage;
713      }
714    }
715  }
716  else {
717    this->armorCur = this->armorCur - pDamage;
718    this->electronicCur = this->electronicCur - eDamage;
719  }
720  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
721}
722
723
724void SpaceShip::regen(float time){
725  float tmp;
726  if (this->armorCur != this->armorMax || this->armorRegen != 0){
727    tmp = this->armorCur + this->armorRegen * time;
728    if ( tmp > electronicMax)
729      this->armorCur = this->armorMax;
730    else
731      this->armorCur = tmp;
732  }
733  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
734    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
735    if( tmp > shieldMax)
736      this->shieldCur = this->shieldMax;
737    else
738      this->shieldCur = tmp;
739    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
740  }
741
742  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
743
744  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
745    tmp = this->electronicCur + this->electronicRegen * time;
746    if ( tmp > electronicMax)
747      this->electronicCur = this->electronicMax;
748    else
749      this->electronicCur = tmp;
750  }
751}
752
753
754/**
755 * Weapon regeneration
756 * does not use any reactor capacity, as it wouldn't work in a consistent way.
757 */
758void SpaceShip::weaponRegen(float time)
759{
760  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
761  Weapon* weapon;
762  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
763  {
764    weapon = this->weaponMan.getWeapon(i);
765    if( weapon != NULL && weapon->isActive())
766    {
767      weapon->increaseEnergy( energy);
768    }
769
770  }
771  // weaponMan.increaseAmmunition( weapon, energy);
772}
773
774
775void SpaceShip::enterPlaymode(Playable::Playmode playmode)
776{
777  switch(playmode)
778  {
779    case Playable::Full3D:
780      /*
781      if (State::getCameraNode != NULL)
782      {
783        Vector absCoor = this->getAbsCoor();
784        this->setParent(PNode::getNullParent());
785        this->setAbsCoor(absCoor);
786        State::getCameraNode()->setParentSoft(&this->cameraNode);
787        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
788        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
789        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
790
791      }
792      */
793      //break;
794
795      break;
796    case Playable::Horizontal:
797      if (State::getCameraNode != NULL)
798      {
799        this->debugNode(1);
800        this->travelNode->debugNode(1);
801
802        this->travelNode->setAbsCoor(this->getAbsCoor());
803        this->travelNode->updateNode(0.01f);
804
805        this->setParent(this->travelNode);
806        this->setRelCoor(0,0,0);
807
808        State::getCameraNode()->setParentSoft(this->travelNode);
809        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
810        State::getCameraTargetNode()->setParentSoft(this->travelNode);
811        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
812
813        this->debugNode(1);
814        this->travelNode->debugNode(1);
815      }
816      break;
817
818    default:
819      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
820  }
821}
822
823/**
824 * @brief calculate the velocity
825 * @param time the timeslice since the last frame
826*/
827
828void SpaceShip::movement (float dt)
829{
830  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
831  //the ship doesn't slide too much.
832  float airCoeff = 2.5;
833
834  float pi = 3.14;
835
836 
837
838  switch(this->getPlaymode())
839  {
840    case Playable::Horizontal:
841    {
842      // these routines will change the travel movement into zero in a short amout of time, if the player
843      // doesn't press any buttons.
844      if (this->velocity.x >= 0)
845      {
846        if (this->velocity.x > airCoeff*this->acceleration * dt)
847          this->velocity.x -= airCoeff* this->acceleration * dt;
848        else
849          this->velocity.x = 0;
850      }
851      else
852      {
853        if (this->velocity.x < -airCoeff*this->acceleration * dt)
854          this->velocity.x += airCoeff* this->acceleration * dt;
855        else
856          this->velocity.x = 0;
857      }
858      if (this->velocity.z >= 0)
859      {
860        if (this->velocity.z > airCoeff*this->acceleration * dt)
861          this->velocity.z -= airCoeff* this->acceleration * dt;
862        else
863          this->velocity.z = 0;
864      }
865      else
866      {
867        if (this->velocity.z < -airCoeff*this->acceleration * dt)
868          this->velocity.z += airCoeff* this->acceleration * dt;
869        else
870          this->velocity.z = 0;
871      }
872   
873      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
874      // and its continuing to slide a bit.
875      Vector oldCoor = this->getRelCoor();
876      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
877      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
878      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
879      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
880   
881      if( this->systemFailure() )
882        bForward = bBackward = bLeft = bRight = false;
883   
884   
885      if( this->bForward )
886      {
887        if(this->getRelCoor().x < this->travelDistancePlus.x)
888        {
889          if (this->velocity.x < this->travelSpeed)
890          {
891            this->velocity.x += (airCoeff + 1.0)*this->acceleration*dt;
892          }
893          else
894          {
895            this->velocity.x = this->travelSpeed;
896          }
897        }
898        else
899        {
900          this->velocity.x = 0.0f;
901        }
902      }
903   
904      if( this->bBackward )
905      {
906        if(this->getRelCoor().x > this->travelDistanceMinus.x)
907        {
908          if (this->velocity.x > -this->travelSpeed)
909          {
910            this->velocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
911          }
912          else
913          {
914            this->velocity.x = -this->travelSpeed;
915          }
916        }
917        else
918        {
919          this->velocity.x = 0.0f;
920        }
921      }
922   
923      if( this->bLeft)
924      {
925        if(this->getRelCoor().z > this->travelDistanceMinus.y)
926        {
927          if (this->velocity.z > -this->travelSpeed)
928          {
929            this->velocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
930          }
931          else
932          {
933            this->velocity.z = -this->travelSpeed;
934          }
935        }
936        else
937        {
938          this->velocity.z = 0.0f;
939        }
940        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 3);
941      }
942   
943      if( this->bRight)
944      {
945        if(this->getRelCoor().z < this->travelDistancePlus.y)
946        {
947          if (this->velocity.z < this->travelSpeed)
948          {
949            this->velocity.z += (airCoeff + 1.0)*this->acceleration*dt;
950          }
951          else
952          {
953            this->velocity.z = this->travelSpeed;
954          }
955        }
956        else
957        {
958          this->velocity.z = 0.0f;
959        }
960        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 3);
961      }
962      if (!this->bRight && !this->bLeft)
963      {
964        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 3);
965      }
966
967      this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
968      this->shiftCoor (this->velocity * dt);
969
970
971      break;
972    }
973    case Playable::Vertical:
974    {
975      break;
976    }
977    default:
978      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
979  }
980}
981
982void SpaceShip::setPlaymodeXML(const std::string& playmode)
983{
984  this->setPlaymode(Playable::stringToPlaymode(playmode));
985}
986
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