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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10037

Last change on this file since 10037 was 10037, checked in by nicolasc, 17 years ago

added some comments
made swarm missile spin

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  // fire reqeust/release for primary weapons
514  if( this->bFire)
515    this->weaponMan.fire();
516  else
517    this->weaponMan.releaseFire();
518
519  // fire reqeust/release for secondary weapons
520  if( this->bSecFire)
521    this->secWeaponMan.fire();
522  else
523    this->secWeaponMan.releaseFire();
524
525
526  // Shield Regeneration and other regular calculations on the ship
527  this->regen(time);
528
529  // Weapon Regeneration and other regular calculations on the ship
530  this->weaponRegen(time);
531
532  // current engine speed output
533  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
534
535
536  /*
537  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
538  {
539    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
540    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
541    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
542    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
543
544    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
545
546    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
547    xMouse = yMouse = 0;
548  }
549*/
550
551  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
552  //if (this->getOwner() == this->getHostID())
553
554  //is->calculateVelocity(time);
555
556
557  //vector move = velocity*time;
558
559  /*
560  //orient the velocity in the direction of the spaceship.
561  travelSpeed = velocity.len();
562  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
563  velocity = (velocity.getNormalized())*travelSpeed;
564  */
565  this->movement(time);
566
567   // TRYING TO FIX PNode.
568  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
569  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
570
571  this->burstEmitter->setEmissionRate(travelSpeed);
572  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
573
574  //orient the spaceship in direction of the mouse
575  /*
576  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
577  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
578    this->setAbsDir( rotQuat);
579  //this->setAbsDirSoft(mouseDir,5);
580  */
581
582  // this is the air friction (necessary for a smooth control)
583  /*
584  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
585  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
586  */
587
588  //other physics (gravity)
589  //if(travelSpeed < 120)
590  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
591
592  //hoover effect
593  //cycle += time;
594  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
595
596  //readjust
597  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
598  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
599
600  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
601
602  /*
603  this->shiftCoor(move);
604  */
605
606  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
607
608}
609
610/*
611void SpaceShip::calculateVelocity (float time)
612{
613  Vector accel(0.0, 0.0, 0.0);
614  /* calculate the direction in which the craft is heading  */
615  /*
616  if( this->bUp )
617  {
618    accel += (this->getAbsDirX())*acceleration;
619
620  }
621
622  if( this->bDown )
623  {
624    accel -= (this->getAbsDirX())*0.5*acceleration;
625
626  }
627
628  if( this->bLeft)
629  {
630    this->shiftDir(Quaternion(time, Vector(0,1,0)));
631  }
632  if( this->bRight)
633  {
634    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
635  }
636
637
638  if( this->bRollL)
639  {
640    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
641  }
642  if( this->bRollR)
643  {
644    mouseDir *= Quaternion(time*2, Vector(1,0,0));
645
646  }
647  if (this->bAscend )
648  {
649    this->shiftDir(Quaternion(time, Vector(0,0,1)));
650  }
651  if (this->bDescend )
652  {
653    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
654  }
655
656  velocity += accel*time*10;
657
658}
659*/
660
661/**
662 * @todo switch statement ??
663 */
664void SpaceShip::process(const Event &event)
665{
666  //Playable::process(event);
667
668  if( event.type == KeyMapper::PEV_LEFT)
669    this->bLeft = event.bPressed;
670  else if( event.type == KeyMapper::PEV_RIGHT)
671    this->bRight = event.bPressed;
672  else if( event.type == KeyMapper::PEV_FORWARD)
673    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
674  else if( event.type == KeyMapper::PEV_BACKWARD)
675    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
676  else if( event.type == KeyMapper::PEV_FIRE2)
677    this->bSecFire = event.bPressed;
678  else if( event.type == KeyMapper::PEV_FIRE1)
679    this->bFire = event.bPressed;
680
681
682  /*
683  else if( event.type == EV_MOUSE_MOTION)
684  {
685
686    this->xMouse += event.xRel;
687    this->yMouse += event.yRel;
688  }
689  */
690}
691
692void SpaceShip::destroy( WorldEntity* killer )
693{
694  PRINTF(0)("spaceship destroy\n");
695}
696
697void SpaceShip::respawn( )
698{
699  toList( OM_PLAYERS );
700}
701
702
703void SpaceShip::damage(float pDamage, float eDamage){
704if( this->shieldActive) {
705    if( this->shieldCur > pDamage) {
706      this->shieldCur = this->shieldCur - pDamage;
707    }
708    else { // shield <= pDamage
709      this->shieldCur -=pDamage;
710      this->shieldActive = false; //shield collapses
711      pDamage = pDamage - this->shieldCur;
712      if( !this->shieldActive) {
713        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
714        this->electronicCur -= eDamage;
715      }
716    }
717  }
718  else {
719    this->armorCur = this->armorCur - pDamage;
720    this->electronicCur = this->electronicCur - eDamage;
721  }
722  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
723}
724
725
726void SpaceShip::regen(float time){
727  float tmp;
728  if (this->armorCur != this->armorMax || this->armorRegen != 0){
729    tmp = this->armorCur + this->armorRegen * time;
730    if ( tmp > electronicMax)
731      this->armorCur = this->armorMax;
732    else
733      this->armorCur = tmp;
734  }
735  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
736    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
737    if( tmp > shieldMax)
738      this->shieldCur = this->shieldMax;
739    else
740      this->shieldCur = tmp;
741    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
742  }
743
744  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
745
746  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
747    tmp = this->electronicCur + this->electronicRegen * time;
748    if ( tmp > electronicMax)
749      this->electronicCur = this->electronicMax;
750    else
751      this->electronicCur = tmp;
752  }
753}
754
755
756/**
757 * Weapon regeneration
758 * does not use any reactor capacity, as it wouldn't work in a consistent way.
759 */
760void SpaceShip::weaponRegen(float time)
761{
762  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
763  Weapon* weapon;
764  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
765  {
766    weapon = this->weaponMan.getWeapon(i);
767    if( weapon != NULL && weapon->isActive())
768    {
769      weapon->increaseEnergy( energy);
770    }
771
772  }
773  // weaponMan.increaseAmmunition( weapon, energy);
774}
775
776
777void SpaceShip::enterPlaymode(Playable::Playmode playmode)
778{
779  switch(playmode)
780  {
781    case Playable::Full3D:
782      /*
783      if (State::getCameraNode != NULL)
784      {
785        Vector absCoor = this->getAbsCoor();
786        this->setParent(PNode::getNullParent());
787        this->setAbsCoor(absCoor);
788        State::getCameraNode()->setParentSoft(&this->cameraNode);
789        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
790        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
791        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
792
793      }
794      */
795      //break;
796
797      break;
798    case Playable::Horizontal:
799      if (State::getCameraNode != NULL)
800      {
801        this->debugNode(1);
802        this->travelNode->debugNode(1);
803
804        this->travelNode->setAbsCoor(this->getAbsCoor());
805        this->travelNode->updateNode(0.01f);
806
807        this->setParent(this->travelNode);
808        this->setRelCoor(0,0,0);
809
810        State::getCameraNode()->setParentSoft(this->travelNode);
811        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
812        State::getCameraTargetNode()->setParentSoft(this->travelNode);
813        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
814
815        this->debugNode(1);
816        this->travelNode->debugNode(1);
817      }
818      break;
819
820    default:
821      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
822  }
823}
824
825/**
826 * @brief calculate the velocity
827 * @param time the timeslice since the last frame
828*/
829
830void SpaceShip::movement (float dt)
831{
832  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
833  //the ship doesn't slide too much.
834  float airCoeff = 2.5;
835
836  float pi = 3.14;
837
838 
839
840  switch(this->getPlaymode())
841  {
842    case Playable::Horizontal:
843    {
844      // these routines will change the travel movement into zero in a short amout of time, if the player
845      // doesn't press any buttons.
846      if (this->velocity.x >= 0)
847      {
848        if (this->velocity.x > airCoeff*this->acceleration * dt)
849          this->velocity.x -= airCoeff* this->acceleration * dt;
850        else
851          this->velocity.x = 0;
852      }
853      else
854      {
855        if (this->velocity.x < -airCoeff*this->acceleration * dt)
856          this->velocity.x += airCoeff* this->acceleration * dt;
857        else
858          this->velocity.x = 0;
859      }
860      if (this->velocity.z >= 0)
861      {
862        if (this->velocity.z > airCoeff*this->acceleration * dt)
863          this->velocity.z -= airCoeff* this->acceleration * dt;
864        else
865          this->velocity.z = 0;
866      }
867      else
868      {
869        if (this->velocity.z < -airCoeff*this->acceleration * dt)
870          this->velocity.z += airCoeff* this->acceleration * dt;
871        else
872          this->velocity.z = 0;
873      }
874   
875      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
876      // and its continuing to slide a bit.
877      Vector oldCoor = this->getRelCoor();
878      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
879      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
880      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
881      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
882   
883      if( this->systemFailure() )
884        bForward = bBackward = bLeft = bRight = false;
885   
886   
887      if( this->bForward )
888      {
889        if(this->getRelCoor().x < this->travelDistancePlus.x)
890        {
891          if (this->velocity.x < this->travelSpeed)
892          {
893            this->velocity.x += (airCoeff + 1.0)*this->acceleration*dt;
894          }
895          else
896          {
897            this->velocity.x = this->travelSpeed;
898          }
899        }
900        else
901        {
902          this->velocity.x = 0.0f;
903        }
904      }
905   
906      if( this->bBackward )
907      {
908        if(this->getRelCoor().x > this->travelDistanceMinus.x)
909        {
910          if (this->velocity.x > -this->travelSpeed)
911          {
912            this->velocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
913          }
914          else
915          {
916            this->velocity.x = -this->travelSpeed;
917          }
918        }
919        else
920        {
921          this->velocity.x = 0.0f;
922        }
923      }
924   
925      if( this->bLeft)
926      {
927        if(this->getRelCoor().z > this->travelDistanceMinus.y)
928        {
929          if (this->velocity.z > -this->travelSpeed)
930          {
931            this->velocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
932          }
933          else
934          {
935            this->velocity.z = -this->travelSpeed;
936          }
937        }
938        else
939        {
940          this->velocity.z = 0.0f;
941        }
942        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 3);
943      }
944   
945      if( this->bRight)
946      {
947        if(this->getRelCoor().z < this->travelDistancePlus.y)
948        {
949          if (this->velocity.z < this->travelSpeed)
950          {
951            this->velocity.z += (airCoeff + 1.0)*this->acceleration*dt;
952          }
953          else
954          {
955            this->velocity.z = this->travelSpeed;
956          }
957        }
958        else
959        {
960          this->velocity.z = 0.0f;
961        }
962        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 3);
963      }
964      if (!this->bRight && !this->bLeft)
965      {
966        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 3);
967      }
968
969      this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
970      this->shiftCoor (this->velocity * dt);
971
972
973      break;
974    }
975    case Playable::Vertical:
976    {
977      break;
978    }
979    default:
980      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
981  }
982}
983
984void SpaceShip::setPlaymodeXML(const std::string& playmode)
985{
986  this->setPlaymode(Playable::stringToPlaymode(playmode));
987}
988
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