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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10043

Last change on this file since 10043 was 10043, checked in by muellmic, 17 years ago

updated accel / maxSpeed calculation, updated burst-emitter calculation

File size: 29.2 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->cameraSpeed = 40;
378  this->cameraLook = 0.0f;
379  //this->airFriction = 0.0f;
380
381  srand(time(0));  //initaialize RNG
382
383  this->travelNode->debugDraw();
384
385  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
386}
387
388
389/**
390 * loads the Settings of a SpaceShip from an XML-element.
391 * @param root the XML-element to load the Spaceship's properties from
392 */
393void SpaceShip::loadParams(const TiXmlElement* root)
394{
395  Playable::loadParams(root);
396
397  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
398}
399
400
401void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
402{
403  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
404}
405
406/*
407void SpaceShip::setTravelHeight(float travelHeight)
408{
409  if (this->toTravelHeight == NULL)
410    this->toTravelHeight = new float;
411  *this->toTravelHeight = travelHeight;
412}
413*/
414
415/*
416void SpaceShip::setTravelDistance(const Vector2D& distance)
417{
418  this->travelDistance = distance;
419}
420
421void SpaceShip::setTravelDistance(float x, float y)
422{
423  this->setTravelDistance(Vector2D(x, y));
424}
425*/
426
427
428
429void SpaceShip::reset()
430{
431  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
432
433  //xMouse = yMouse = 0;
434
435  this->setHealth(80);
436  this->velocity = Vector(0.0, 0.0, 0.0);
437}
438
439
440void SpaceShip::enter()
441{
442  this->secWeaponMan.showCrosshair();
443  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
444  //this->attachCamera();
445 // this->setPlaymode(Playable::Horizontal);
446}
447
448void SpaceShip::leave()
449{
450  this->secWeaponMan.hideCrosshair();
451  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
452  //this->detachCamera();
453}
454
455
456/**
457 *  effect that occurs after the SpaceShip is spawned
458*/
459void SpaceShip::postSpawn ()
460{
461  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
462}
463
464/**
465 *  the action occuring if the spaceship left the game
466*/
467void SpaceShip::leftWorld ()
468{}
469
470WorldEntity* ref = NULL;
471/**
472 *  this function is called, when two entities collide
473 * @param entity: the world entity with whom it collides
474 *
475 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
476 */
477void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
478{
479}
480
481/**
482 *  draws the spaceship after transforming it.
483*/
484void SpaceShip::draw () const
485{
486  WorldEntity::draw();
487
488  //this->debug(0);
489}
490
491/**
492 *  the function called for each passing timeSnap
493 * @param time The timespan passed since last update
494*/
495void SpaceShip::tick (float time)
496{
497  // Playable::tick(time);$
498
499  // Own Tick Setup, as a different fire routine is used on the weapon manager
500  this->weaponMan.tick(time);
501  this->secWeaponMan.tick(time);
502
503  if( this->systemFailure() )
504    bFire = bSecFire = false;
505
506  // fire reqeust/release for primary weapons
507  if( this->bFire)
508    this->weaponMan.fire();
509  else
510    this->weaponMan.releaseFire();
511
512  // fire reqeust/release for secondary weapons
513  if( this->bSecFire)
514    this->secWeaponMan.fire();
515  else
516    this->secWeaponMan.releaseFire();
517
518
519  // Shield Regeneration and other regular calculations on the ship
520  this->regen(time);
521
522  // Weapon Regeneration and other regular calculations on the ship
523  this->weaponRegen(time);
524
525  // current engine speed output
526  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
527
528  // calculation of maxSpeed and acceleration:
529  this->travelSpeed = this->engineSpeedCur * 5;
530  this->acceleration = this->travelSpeed * 2;
531
532  /*
533  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
534  {
535    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
536    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
537    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
538    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
539
540    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
541
542    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
543    xMouse = yMouse = 0;
544  }
545*/
546
547  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
548  //if (this->getOwner() == this->getHostID())
549
550  //is->calculateVelocity(time);
551
552
553  //vector move = velocity*time;
554
555  /*
556  //orient the velocity in the direction of the spaceship.
557  travelSpeed = velocity.len();
558  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
559  velocity = (velocity.getNormalized())*travelSpeed;
560  */
561  this->movement(time);
562
563   // TRYING TO FIX PNode.
564  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
565  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
566
567  this->burstEmitter->setEmissionRate(this->cameraSpeed + (velocity.z>0)*velocity.z);
568  this->burstEmitter->setEmissionVelocity(this->cameraSpeed + (velocity.z>0)*velocity.z, travelSpeed *.1);
569
570  //orient the spaceship in direction of the mouse
571  /*
572  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
573  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
574    this->setAbsDir( rotQuat);
575  //this->setAbsDirSoft(mouseDir,5);
576  */
577
578  // this is the air friction (necessary for a smooth control)
579  /*
580  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
581  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
582  */
583
584  //other physics (gravity)
585  //if(travelSpeed < 120)
586  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
587
588  //hoover effect
589  //cycle += time;
590  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
591
592  //readjust
593  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
594  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
595
596  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
597
598  /*
599  this->shiftCoor(move);
600  */
601
602  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
603
604}
605
606/*
607void SpaceShip::calculateVelocity (float time)
608{
609  Vector accel(0.0, 0.0, 0.0);
610  /* calculate the direction in which the craft is heading  */
611  /*
612  if( this->bUp )
613  {
614    accel += (this->getAbsDirX())*acceleration;
615
616  }
617
618  if( this->bDown )
619  {
620    accel -= (this->getAbsDirX())*0.5*acceleration;
621
622  }
623
624  if( this->bLeft)
625  {
626    this->shiftDir(Quaternion(time, Vector(0,1,0)));
627  }
628  if( this->bRight)
629  {
630    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
631  }
632
633
634  if( this->bRollL)
635  {
636    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
637  }
638  if( this->bRollR)
639  {
640    mouseDir *= Quaternion(time*2, Vector(1,0,0));
641
642  }
643  if (this->bAscend )
644  {
645    this->shiftDir(Quaternion(time, Vector(0,0,1)));
646  }
647  if (this->bDescend )
648  {
649    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
650  }
651
652  velocity += accel*time*10;
653
654}
655*/
656
657/**
658 * @todo switch statement ??
659 */
660void SpaceShip::process(const Event &event)
661{
662  //Playable::process(event);
663
664  if( event.type == KeyMapper::PEV_LEFT)
665    this->bLeft = event.bPressed;
666  else if( event.type == KeyMapper::PEV_RIGHT)
667    this->bRight = event.bPressed;
668  else if( event.type == KeyMapper::PEV_FORWARD)
669    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
670  else if( event.type == KeyMapper::PEV_BACKWARD)
671    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
672  else if( event.type == KeyMapper::PEV_FIRE2)
673    this->bSecFire = event.bPressed;
674  else if( event.type == KeyMapper::PEV_FIRE1)
675    this->bFire = event.bPressed;
676
677
678  /*
679  else if( event.type == EV_MOUSE_MOTION)
680  {
681
682    this->xMouse += event.xRel;
683    this->yMouse += event.yRel;
684  }
685  */
686}
687
688void SpaceShip::destroy( WorldEntity* killer )
689{
690  PRINTF(0)("spaceship destroy\n");
691}
692
693void SpaceShip::respawn( )
694{
695  toList( OM_PLAYERS );
696}
697
698
699void SpaceShip::damage(float pDamage, float eDamage){
700if( this->shieldActive) {
701    if( this->shieldCur > pDamage) {
702      this->shieldCur = this->shieldCur - pDamage;
703    }
704    else { // shield <= pDamage
705      this->shieldCur -=pDamage;
706      this->shieldActive = false; //shield collapses
707      pDamage = pDamage - this->shieldCur;
708      if( !this->shieldActive) {
709        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
710        this->electronicCur -= eDamage;
711      }
712    }
713  }
714  else {
715    this->armorCur = this->armorCur - pDamage;
716    this->electronicCur = this->electronicCur - eDamage;
717  }
718  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
719}
720
721
722void SpaceShip::regen(float time){
723  float tmp;
724  if (this->armorCur != this->armorMax || this->armorRegen != 0){
725    tmp = this->armorCur + this->armorRegen * time;
726    if ( tmp > electronicMax)
727      this->armorCur = this->armorMax;
728    else
729      this->armorCur = tmp;
730  }
731  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
732    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
733    if( tmp > shieldMax)
734      this->shieldCur = this->shieldMax;
735    else
736      this->shieldCur = tmp;
737    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
738  }
739
740  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
741
742  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
743    tmp = this->electronicCur + this->electronicRegen * time;
744    if ( tmp > electronicMax)
745      this->electronicCur = this->electronicMax;
746    else
747      this->electronicCur = tmp;
748  }
749}
750
751
752/**
753 * Weapon regeneration
754 * does not use any reactor capacity, as it wouldn't work in a consistent way.
755 */
756void SpaceShip::weaponRegen(float time)
757{
758  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
759  Weapon* weapon;
760  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
761  {
762    weapon = this->weaponMan.getWeapon(i);
763    if( weapon != NULL && weapon->isActive())
764    {
765      weapon->increaseEnergy( energy);
766    }
767
768  }
769  // weaponMan.increaseAmmunition( weapon, energy);
770}
771
772
773void SpaceShip::enterPlaymode(Playable::Playmode playmode)
774{
775  switch(playmode)
776  {
777    case Playable::Full3D:
778      /*
779      if (State::getCameraNode != NULL)
780      {
781        Vector absCoor = this->getAbsCoor();
782        this->setParent(PNode::getNullParent());
783        this->setAbsCoor(absCoor);
784        State::getCameraNode()->setParentSoft(&this->cameraNode);
785        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
786        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
787        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
788
789      }
790      */
791      //break;
792
793      break;
794    case Playable::Horizontal:
795      if (State::getCameraNode != NULL)
796      {
797        this->debugNode(1);
798        this->travelNode->debugNode(1);
799
800        this->travelNode->setAbsCoor(this->getAbsCoor());
801        this->travelNode->updateNode(0.01f);
802
803        this->setParent(this->travelNode);
804        this->setRelCoor(0,0,0);
805
806        State::getCameraNode()->setParentSoft(this->travelNode);
807        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
808        State::getCameraTargetNode()->setParentSoft(this->travelNode);
809        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
810
811        this->debugNode(1);
812        this->travelNode->debugNode(1);
813      }
814      break;
815
816    default:
817      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
818  }
819}
820
821/**
822 * @brief calculate the velocity
823 * @param time the timeslice since the last frame
824*/
825
826void SpaceShip::movement (float dt)
827{
828  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
829  //the ship doesn't slide too much.
830  float airCoeff = 2.5;
831  float pi = 3.14;
832 
833
834  switch(this->getPlaymode())
835  {
836    case Playable::Horizontal:
837    {
838      // these routines will change the travel movement into zero in a short amout of time, if the player
839      // doesn't press any buttons.
840      if (this->velocity.x >= 0)
841      {
842        if (this->velocity.x > airCoeff*this->acceleration * dt)
843          this->velocity.x -= airCoeff* this->acceleration * dt;
844        else
845          this->velocity.x = 0;
846      }
847      else
848      {
849        if (this->velocity.x < -airCoeff*this->acceleration * dt)
850          this->velocity.x += airCoeff* this->acceleration * dt;
851        else
852          this->velocity.x = 0;
853      }
854      if (this->velocity.z >= 0)
855      {
856        if (this->velocity.z > airCoeff*this->acceleration * dt)
857          this->velocity.z -= airCoeff* this->acceleration * dt;
858        else
859          this->velocity.z = 0;
860      }
861      else
862      {
863        if (this->velocity.z < -airCoeff*this->acceleration * dt)
864          this->velocity.z += airCoeff* this->acceleration * dt;
865        else
866          this->velocity.z = 0;
867      }
868   
869      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
870      // and its continuing to slide a bit.
871      Vector oldCoor = this->getRelCoor();
872      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
873      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
874      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
875      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
876   
877      if( this->systemFailure() )
878        bForward = bBackward = bLeft = bRight = false;
879   
880      if( this->bForward )
881      {
882        if(this->getRelCoor().x < this->travelDistancePlus.x)
883        {
884          if (this->velocity.x < this->travelSpeed)
885          {
886            this->velocity.x += (airCoeff + 1.0)*this->acceleration*dt;
887          }
888          else
889          {
890            this->velocity.x = this->travelSpeed;
891          }
892        }
893        else
894        {
895          this->velocity.x = 0.0f;
896        }
897      }
898   
899      if( this->bBackward )
900      {
901        if(this->getRelCoor().x > this->travelDistanceMinus.x)
902        {
903          if (this->velocity.x > -this->travelSpeed)
904          {
905            this->velocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
906          }
907          else
908          {
909            this->velocity.x = -this->travelSpeed;
910          }
911        }
912        else
913        {
914          this->velocity.x = 0.0f;
915        }
916      }
917   
918      if( this->bLeft)
919      {
920        if(this->getRelCoor().z > this->travelDistanceMinus.y)
921        {
922          if (this->velocity.z > -this->travelSpeed)
923          {
924            this->velocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
925          }
926          else
927          {
928            this->velocity.z = -this->travelSpeed;
929          }
930        }
931        else
932        {
933          this->velocity.z = 0.0f;
934        }
935        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
936      }
937   
938      if( this->bRight)
939      {
940        if(this->getRelCoor().z < this->travelDistancePlus.y)
941        {
942          if (this->velocity.z < this->travelSpeed)
943          {
944            this->velocity.z += (airCoeff + 1.0)*this->acceleration*dt;
945          }
946          else
947          {
948            this->velocity.z = this->travelSpeed;
949          }
950        }
951        else
952        {
953          this->velocity.z = 0.0f;
954        }
955        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
956      }
957      if (!this->bRight && !this->bLeft)
958      {
959        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
960      }
961     
962
963      this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
964      this->shiftCoor (this->velocity * dt);
965
966    //normalisation of the vectors (vector sum must be <= travelspeed)
967    float xzNorm = sqrt(pow(this->velocity.x, 2) + pow(this->velocity.z, 2));
968    if (xzNorm > this->travelSpeed)
969    {
970      this->velocity.x = this->velocity.x/xzNorm * this->travelSpeed;
971      this->velocity.z = this->velocity.z/xzNorm * this->travelSpeed;
972    }
973
974    //this moves camera and ship along the travel path.
975    this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
976   
977    //set new coordinates calculated through key- events.
978    this->shiftCoor (this->velocity * dt);
979    break;
980    }
981    case Playable::Vertical:
982      break;
983    default:
984      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
985  }
986}
987
988void SpaceShip::setPlaymodeXML(const std::string& playmode)
989{
990  this->setPlaymode(Playable::stringToPlaymode(playmode));
991}
992
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