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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22 | #include "util/loading/resource_manager.h" |
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23 | |
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24 | #include "weapons/test_gun.h" |
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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/swarm_launcher.h" |
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29 | #include "weapons/boomerang_gun.h" |
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30 | #include "weapons/turret.h" |
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31 | #include "weapons/cannon.h" |
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32 | |
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33 | #include "particles/dot_emitter.h" |
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34 | #include "particles/sprite_particles.h" |
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35 | |
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36 | #include "util/loading/factory.h" |
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37 | #include "key_mapper.h" |
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38 | |
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39 | #include "network_game_manager.h" |
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40 | #include "shared_network_data.h" |
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41 | |
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42 | #include "power_ups/weapon_power_up.h" |
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43 | #include "power_ups/param_power_up.h" |
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44 | |
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45 | #include "graphics_engine.h" |
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46 | |
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47 | #include "plane.h" |
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48 | |
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49 | #include "state.h" |
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50 | #include "player.h" |
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51 | |
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52 | #include "util/loading/load_param.h" |
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53 | #include "time.h" |
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54 | |
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55 | |
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56 | // #include "lib/gui/gl_gui/glgui_bar.h" |
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57 | // #include "lib/gui/gl_gui/glgui_pushbutton.h" |
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58 | |
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59 | |
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60 | #include "class_id_DEPRECATED.h" |
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61 | ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP); |
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62 | CREATE_FACTORY(SpaceShip); |
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63 | |
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64 | #include "script_class.h" |
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65 | CREATE_SCRIPTABLE_CLASS(SpaceShip, |
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66 | addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer)) |
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67 | ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire)) |
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68 | ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2)) |
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69 | ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName)) |
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70 | ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide)) |
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71 | ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide)) |
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72 | //Coordinates |
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73 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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74 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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75 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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76 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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77 | //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed)) |
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78 | ); |
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79 | |
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80 | /** |
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81 | * destructs the spaceship, deletes alocated memory |
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82 | */ |
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83 | SpaceShip::~SpaceShip () |
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84 | { |
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85 | this->setPlayer(NULL); |
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86 | } |
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87 | |
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88 | /** |
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89 | * loads a Spaceships information from a specified file. |
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90 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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91 | */ |
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92 | SpaceShip::SpaceShip(const std::string& fileName) |
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93 | : secWeaponMan(this) //, |
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94 | //supportedPlaymodes(Playable::Vertical) , |
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95 | //playmode(Playable::Vertical) |
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96 | { |
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97 | this->init(); |
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98 | TiXmlDocument doc(fileName); |
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99 | |
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100 | if(!doc.LoadFile()) |
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101 | { |
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102 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
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103 | return; |
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104 | } |
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105 | |
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106 | this->loadParams(doc.RootElement()); |
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107 | } |
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108 | |
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109 | /** |
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110 | * creates a new Spaceship from Xml Data |
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111 | * @param root the xml element containing spaceship data |
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112 | |
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113 | @todo add more parameters to load |
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114 | */ |
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115 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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116 | : secWeaponMan(this) //, |
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117 | //supportedPlaymodes(Playable::Vertical) , |
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118 | //playmode(Playable::Vertical) |
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119 | { |
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120 | this->init(); |
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121 | if (root != NULL) |
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122 | this->loadParams(root); |
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123 | |
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124 | } |
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125 | |
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126 | |
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127 | /** |
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128 | * initializes a Spaceship |
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129 | */ |
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130 | void SpaceShip::init() |
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131 | { |
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132 | |
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133 | srand(time(0)); //initialize Random Nomber Generator |
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134 | |
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135 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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136 | this->registerObject(this, SpaceShip::_objectList); |
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137 | |
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138 | PRINTF(4)("SPACESHIP INIT\n"); |
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139 | |
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140 | secWeaponMan.showCrosshair(); |
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141 | |
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142 | //weapons: |
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143 | |
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144 | Weapon* wpRight1 = new LightBlaster (); |
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145 | wpRight1->setName("LightBlaster"); |
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146 | Weapon* wpLeft1 = new LightBlaster (); |
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147 | wpLeft1->setName("LightBlaster"); |
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148 | |
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149 | Weapon* wpRight2 = new MediumBlaster (); |
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150 | wpRight2->setName("MediumBlaster"); |
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151 | Weapon* wpLeft2 = new MediumBlaster (); |
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152 | wpLeft2->setName("MediumBlaster"); |
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153 | |
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154 | Weapon* wpRight3 = new HeavyBlaster (); |
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155 | wpRight3->setName("HeavyBlaster"); |
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156 | Weapon* wpLeft3 = new HeavyBlaster (); |
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157 | wpLeft3->setName("HeavyBlaster"); |
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158 | |
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159 | Weapon* cannon = new SwarmLauncher(); |
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160 | cannon->setName("SwarmLauncher"); |
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161 | |
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162 | |
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163 | |
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164 | this->weaponMan.addWeapon( wpLeft1, 0, 0); |
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165 | this->weaponMan.addWeapon( wpRight1, 0, 1); |
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166 | this->weaponMan.addWeapon( wpLeft2, 0, 2); |
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167 | this->weaponMan.addWeapon( wpRight2, 0, 3); |
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168 | this->weaponMan.addWeapon( wpLeft3, 0, 4); |
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169 | this->weaponMan.addWeapon( wpRight3, 0, 5); |
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170 | |
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171 | this->secWeaponMan.addWeapon( cannon, 1, 0); |
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172 | |
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173 | this->weaponMan.changeWeaponConfig(0); |
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174 | this->secWeaponMan.changeWeaponConfig(1); |
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175 | |
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176 | wpRight1->requestAction(WA_ACTIVATE); |
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177 | wpLeft1->requestAction(WA_ACTIVATE); |
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178 | wpRight2->requestAction(WA_ACTIVATE); |
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179 | wpLeft2->requestAction(WA_ACTIVATE); |
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180 | wpRight3->requestAction(WA_ACTIVATE); |
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181 | wpLeft3->requestAction(WA_ACTIVATE); |
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182 | |
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183 | cannon->requestAction(WA_ACTIVATE); |
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184 | |
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185 | curWeaponPrimary = 0; |
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186 | curWeaponSecondary = 0; |
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187 | |
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188 | Playable::weaponConfigChanged(); |
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189 | |
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190 | reactorOutput = 10; |
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191 | |
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192 | weaponEnergyRegen = 10; // 10 einheiten pro Sekunde |
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193 | engineSpeedBase = 5; |
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194 | shieldRegen = 2; |
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195 | |
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196 | shieldEnergyShare = 0.3; |
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197 | weaponEnergyShare = 0.3; |
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198 | engineEnergyShare = 0.4; |
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199 | |
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200 | shieldCur = 20; |
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201 | shieldMax = 100; |
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202 | shieldTH = .2* shieldMax; // shield power must be 20% before shield kicks in again |
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203 | |
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204 | electronicCur = 50; |
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205 | electronicMax = 50; |
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206 | electronicRegen = 3; |
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207 | electronicTH = .7 * electronicMax; // 30% of eDamage can be handled by the ship |
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208 | |
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209 | /* |
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210 | this->addWeapon(wpLeft, 1, 0); |
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211 | this->addWeapon(wpRight,1 ,1); |
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212 | //this->addWeapon(cannon, 0, 6); |
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213 | |
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214 | this->getWeaponManager().changeWeaponConfig(1); |
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215 | */ |
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216 | |
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217 | this->loadModel("models/ships/mantawing.obj"); |
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218 | //this->setVisibiliy(false); |
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219 | |
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220 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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221 | |
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222 | /* |
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223 | xMouse = yMouse = 0; |
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224 | yInvert = 1; |
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225 | mouseSensitivity = 0.001; |
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226 | airViscosity = 0.9; |
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227 | controlVelocityX = 25; |
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228 | controlVelocityY = 150; |
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229 | shipInertia = 1.5; |
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230 | */ |
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231 | // cycle = 0.0; |
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232 | |
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233 | this->setHealthMax(shieldMax); |
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234 | this->setHealth(shieldCur); |
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235 | |
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236 | this->travelNode = new PNode(); |
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237 | |
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238 | // camera - issue |
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239 | //this->cameraNode = State::getCameraNode(); |
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240 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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241 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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242 | |
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243 | /* |
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244 | this->velocity = this->getAbsDirX()*travelSpeed; |
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245 | this->mouseDir = this->getAbsDir(); |
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246 | this->pitchDir = this->getAbsDir(); |
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247 | */ |
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248 | |
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249 | |
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250 | // GLGuiButton* button = new GLGuiPushButton(); |
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251 | // button->show(); |
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252 | // button->setLabel("orxonox"); |
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253 | // button->setBindNode(this); |
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254 | // GLGuiBar* bar = new GLGuiBar(); |
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255 | // bar->show(); |
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256 | // bar->setValue(7.0); |
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257 | // bar->setMaximum(10); |
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258 | // bar->setSize2D( 20, 100); |
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259 | // bar->setAbsCoor2D( 10, 200); |
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260 | |
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261 | //add events to the eventlist |
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262 | registerEvent(KeyMapper::PEV_FORWARD); |
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263 | registerEvent(KeyMapper::PEV_BACKWARD); |
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264 | registerEvent(KeyMapper::PEV_LEFT); |
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265 | registerEvent(KeyMapper::PEV_RIGHT); |
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266 | //registerEvent(SDLK_q); |
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267 | //registerEvent(SDLK_e); |
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268 | registerEvent(KeyMapper::PEV_FIRE1); |
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269 | registerEvent(KeyMapper::PEV_FIRE2); // Added for secondary weapon support |
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270 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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271 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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272 | //registerEvent(SDLK_PAGEUP); |
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273 | //registerEvent(SDLK_PAGEDOWN); |
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274 | registerEvent(EV_MOUSE_MOTION); |
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275 | |
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276 | this->weaponMan.setSlotCount(6); |
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277 | |
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278 | this->weaponMan.setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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279 | this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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280 | |
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281 | this->weaponMan.setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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282 | this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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283 | |
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284 | this->weaponMan.setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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285 | this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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286 | |
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287 | this->weaponMan.setSlotPosition(3, Vector(-1.5, .5, .5)); |
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288 | this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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289 | |
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290 | this->weaponMan.setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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291 | this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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292 | |
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293 | this->weaponMan.setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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294 | this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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295 | |
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296 | this->secWeaponMan.setSlotCount(6); |
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297 | |
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298 | this->secWeaponMan.setSlotPosition(0, Vector(1.5, -1, 0)); |
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299 | this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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300 | |
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301 | this->secWeaponMan.setSlotPosition(1, Vector(2.6, .1, 3.0)); |
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302 | this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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303 | |
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304 | this->secWeaponMan.setSlotPosition(2, Vector(1.5, .5, -.5)); |
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305 | this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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306 | |
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307 | this->secWeaponMan.setSlotPosition(3, Vector(1.5, .5, .5)); |
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308 | this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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309 | |
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310 | this->secWeaponMan.setSlotPosition(4, Vector(1.5, -.5, .5)); |
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311 | this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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312 | |
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313 | this->secWeaponMan.setSlotPosition(5, Vector(1.5, -.5, -.5)); |
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314 | this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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315 | |
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316 | // |
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317 | // this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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318 | // this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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319 | // |
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320 | // this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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321 | // this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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322 | |
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323 | this->weaponMan.getFixedTarget()->setParent(this); |
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324 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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325 | |
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326 | |
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327 | this->secWeaponMan.getFixedTarget()->setParent(this); |
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328 | this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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329 | this->secWeaponMan.setRotationSpeed(0); |
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330 | |
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331 | dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false); |
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332 | |
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333 | this->burstEmitter = new DotEmitter(200, 0.0, .01); |
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334 | this->burstEmitter->setParent(this); |
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335 | this->burstEmitter->setRelCoor(-1, .5, 0); |
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336 | this->burstEmitter->setName("SpaceShip_Burst_emitter"); |
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337 | |
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338 | this->burstSystem = new SpriteParticles(1000); |
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339 | this->burstSystem->addEmitter(this->burstEmitter); |
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340 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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341 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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342 | this->burstSystem->setLifeSpan(1.0, .3); |
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343 | this->burstSystem->setRadius(0.0, 1.0); |
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344 | this->burstSystem->setRadius(0.05, 1.0); |
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345 | this->burstSystem->setRadius(.5, .8); |
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346 | this->burstSystem->setRadius(1.0, 0); |
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347 | this->burstSystem->setColor(0.0, .7,.7,1,.7); |
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348 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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349 | this->burstSystem->setColor(0.5, .5,.5,.8,.8); |
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350 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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351 | |
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352 | /* |
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353 | registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) ); |
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354 | registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) ); |
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355 | registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) ); |
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356 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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357 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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358 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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359 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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360 | registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) ); |
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361 | registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) ); |
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362 | */ |
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363 | |
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364 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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365 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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366 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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367 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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368 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
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369 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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370 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER)); |
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371 | |
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372 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) ); |
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373 | |
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374 | //this->airFriction = 0.5f; |
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375 | this->travelDistancePlus = Vector2D(38.0, 43.0); |
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376 | this->travelDistanceMinus = Vector2D(-38.0, -43.0); |
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377 | this->travelSpeed = 80; |
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378 | this->cameraSpeed = 40; |
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379 | this->cameraLook = 0.0f; |
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380 | this->acceleration = 120.0f; |
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381 | //this->airFriction = 0.0f; |
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382 | |
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383 | srand(time(0)); //initaialize RNG |
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384 | |
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385 | this->travelNode->debugDraw(); |
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386 | |
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387 | this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical); |
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388 | } |
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389 | |
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390 | |
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391 | /** |
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392 | * loads the Settings of a SpaceShip from an XML-element. |
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393 | * @param root the XML-element to load the Spaceship's properties from |
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394 | */ |
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395 | void SpaceShip::loadParams(const TiXmlElement* root) |
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396 | { |
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397 | Playable::loadParams(root); |
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398 | |
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399 | LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML); |
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400 | } |
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401 | |
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402 | |
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403 | void SpaceShip::setPlayDirection(const Quaternion& rot, float speed) |
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404 | { |
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405 | //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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406 | } |
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407 | |
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408 | void SpaceShip::setTravelSpeed(float travelSpeed) |
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409 | { |
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410 | this->travelSpeed = travelSpeed; |
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411 | } |
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412 | |
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413 | /* |
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414 | void SpaceShip::setTravelHeight(float travelHeight) |
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415 | { |
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416 | if (this->toTravelHeight == NULL) |
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417 | this->toTravelHeight = new float; |
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418 | *this->toTravelHeight = travelHeight; |
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419 | } |
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420 | */ |
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421 | |
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422 | /* |
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423 | void SpaceShip::setTravelDistance(const Vector2D& distance) |
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424 | { |
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425 | this->travelDistance = distance; |
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426 | } |
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427 | |
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428 | void SpaceShip::setTravelDistance(float x, float y) |
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429 | { |
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430 | this->setTravelDistance(Vector2D(x, y)); |
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431 | } |
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432 | */ |
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433 | |
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434 | |
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435 | |
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436 | void SpaceShip::reset() |
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437 | { |
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438 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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439 | |
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440 | //xMouse = yMouse = 0; |
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441 | |
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442 | this->setHealth(80); |
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443 | this->velocity = Vector(0.0, 0.0, 0.0); |
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444 | } |
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445 | |
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446 | |
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447 | void SpaceShip::enter() |
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448 | { |
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449 | this->secWeaponMan.showCrosshair(); |
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450 | //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true); |
---|
451 | //this->attachCamera(); |
---|
452 | // this->setPlaymode(Playable::Horizontal); |
---|
453 | } |
---|
454 | |
---|
455 | void 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 | */ |
---|
466 | void 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 | */ |
---|
474 | void SpaceShip::leftWorld () |
---|
475 | {} |
---|
476 | |
---|
477 | WorldEntity* 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 | */ |
---|
484 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
---|
485 | { |
---|
486 | } |
---|
487 | |
---|
488 | /** |
---|
489 | * draws the spaceship after transforming it. |
---|
490 | */ |
---|
491 | void 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 | */ |
---|
502 | void 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 | /* |
---|
609 | void 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 | */ |
---|
662 | void 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 | |
---|
690 | void SpaceShip::destroy( WorldEntity* killer ) |
---|
691 | { |
---|
692 | PRINTF(0)("spaceship destroy\n"); |
---|
693 | } |
---|
694 | |
---|
695 | void SpaceShip::respawn( ) |
---|
696 | { |
---|
697 | toList( OM_PLAYERS ); |
---|
698 | } |
---|
699 | |
---|
700 | |
---|
701 | void SpaceShip::damage(float pDamage, float eDamage){ |
---|
702 | if( 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 | |
---|
724 | void 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 | */ |
---|
758 | void 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 | |
---|
775 | void 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 | |
---|
828 | void 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 | |
---|
982 | void SpaceShip::setPlaymodeXML(const std::string& playmode) |
---|
983 | { |
---|
984 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
---|
985 | } |
---|
986 | |
---|