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/emitter_node.h" |
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35 | #include "particles/sprite_particles.h" |
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36 | #include "effects/explosion.h" |
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37 | #include "effects/trail.h" |
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38 | |
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39 | #include "util/loading/factory.h" |
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40 | #include "key_mapper.h" |
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41 | |
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42 | #include "network_game_manager.h" |
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43 | #include "shared_network_data.h" |
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44 | |
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45 | #include "power_ups/weapon_power_up.h" |
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46 | #include "power_ups/param_power_up.h" |
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47 | |
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48 | #include "graphics_engine.h" |
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49 | |
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50 | #include "plane.h" |
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51 | |
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52 | #include "state.h" |
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53 | #include "player.h" |
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54 | |
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55 | #include "util/loading/load_param.h" |
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56 | #include "time.h" |
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57 | |
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58 | #include "track/track.h" |
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59 | |
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60 | |
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61 | // #include "lib/gui/gl_gui/glgui_bar.h" |
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62 | // #include "lib/gui/gl_gui/glgui_pushbutton.h" |
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63 | |
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64 | |
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65 | #include "class_id_DEPRECATED.h" |
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66 | ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP); |
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67 | CREATE_FACTORY(SpaceShip); |
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68 | |
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69 | #include "script_class.h" |
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70 | CREATE_SCRIPTABLE_CLASS(SpaceShip, |
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71 | addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer)) |
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72 | ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire)) |
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73 | ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2)) |
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74 | ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName)) |
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75 | ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide)) |
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76 | ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide)) |
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77 | //Coordinates |
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78 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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79 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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80 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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81 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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82 | //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed)) |
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83 | ); |
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84 | |
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85 | /** |
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86 | * destructs the spaceship, deletes alocated memory |
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87 | */ |
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88 | SpaceShip::~SpaceShip () |
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89 | { |
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90 | this->setPlayer(NULL); |
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91 | } |
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92 | |
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93 | /** |
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94 | * loads a Spaceships information from a specified file. |
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95 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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96 | */ |
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97 | SpaceShip::SpaceShip(const std::string& fileName) |
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98 | : secWeaponMan(this) //, |
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99 | //supportedPlaymodes(Playable::Vertical) , |
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100 | //playmode(Playable::Vertical) |
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101 | { |
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102 | this->init(); |
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103 | TiXmlDocument doc(fileName); |
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104 | |
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105 | if(!doc.LoadFile()) |
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106 | { |
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107 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
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108 | return; |
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109 | } |
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110 | |
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111 | this->loadParams(doc.RootElement()); |
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112 | } |
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113 | |
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114 | /** |
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115 | * creates a new Spaceship from Xml Data |
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116 | * @param root the xml element containing spaceship data |
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117 | |
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118 | @todo add more parameters to load |
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119 | */ |
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120 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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121 | : secWeaponMan(this) //, |
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122 | //supportedPlaymodes(Playable::Vertical) , |
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123 | //playmode(Playable::Vertical) |
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124 | { |
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125 | this->init(); |
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126 | //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN); |
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127 | if (root != NULL) |
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128 | this->loadParams(root); |
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129 | |
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130 | } |
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131 | |
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132 | |
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133 | /** |
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134 | * initializes a Spaceship |
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135 | */ |
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136 | void SpaceShip::init() |
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137 | { |
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138 | |
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139 | srand(time(0)); //initialize Random Nomber Generator |
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140 | |
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141 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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142 | this->registerObject(this, SpaceShip::_objectList); |
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143 | PRINTF(4)("SPACESHIP INIT\n"); |
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144 | |
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145 | //weapons: |
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146 | |
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147 | Weapon* wpRight1 = new LightBlaster (); |
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148 | wpRight1->setName( "LightBlaster"); |
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149 | wpRight1->setParent( this); |
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150 | Weapon* wpLeft1 = new LightBlaster (); |
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151 | wpLeft1->setName( "LightBlaster"); |
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152 | wpLeft1->setParent( this); |
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153 | |
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154 | Weapon* wpRight2 = new MediumBlaster (); |
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155 | wpRight2->setName( "MediumBlaster"); |
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156 | wpRight2->setParent( this); |
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157 | Weapon* wpLeft2 = new MediumBlaster (); |
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158 | wpLeft2->setName( "MediumBlaster"); |
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159 | wpLeft2->setParent( this); |
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160 | |
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161 | Weapon* wpRight3 = new HeavyBlaster (); |
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162 | wpRight3->setName( "HeavyBlaster"); |
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163 | wpRight3->setParent( this); |
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164 | Weapon* wpLeft3 = new HeavyBlaster (); |
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165 | wpLeft3->setName( "HeavyBlaster"); |
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166 | wpLeft3->setParent( this); |
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167 | |
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168 | Weapon* cannon = new SwarmLauncher(); |
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169 | cannon->setName( "SwarmLauncher"); |
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170 | cannon->setParent( this); |
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171 | |
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172 | |
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173 | this->weaponMan.addWeapon( wpLeft1, 0, 0); |
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174 | this->weaponMan.addWeapon( wpRight1, 0, 1); |
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175 | this->weaponMan.addWeapon( wpLeft2, 0, 2); |
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176 | this->weaponMan.addWeapon( wpRight2, 0, 3); |
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177 | this->weaponMan.addWeapon( wpLeft3, 0, 4); |
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178 | this->weaponMan.addWeapon( wpRight3, 0, 5); |
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179 | |
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180 | this->secWeaponMan.addWeapon( cannon, 1, 0); |
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181 | |
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182 | this->weaponMan.changeWeaponConfig(0); |
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183 | this->secWeaponMan.changeWeaponConfig(1); |
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184 | |
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185 | wpRight1->requestAction(WA_ACTIVATE); |
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186 | wpLeft1->requestAction(WA_ACTIVATE); |
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187 | wpRight2->requestAction(WA_ACTIVATE); |
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188 | wpLeft2->requestAction(WA_ACTIVATE); |
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189 | wpRight3->requestAction(WA_ACTIVATE); |
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190 | wpLeft3->requestAction(WA_ACTIVATE); |
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191 | |
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192 | cannon->requestAction(WA_ACTIVATE); |
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193 | |
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194 | curWeaponPrimary = 0; |
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195 | curWeaponSecondary = 0; |
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196 | |
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197 | Playable::weaponConfigChanged(); |
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198 | |
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199 | reactorOutput = 10; |
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200 | |
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201 | weaponEnergyRegen = 10; // 10 einheiten pro Sekunde |
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202 | engineSpeedBase = 5; |
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203 | shieldRegen = 2; |
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204 | |
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205 | shieldEnergyShare = 0.3; |
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206 | weaponEnergyShare = 0.3; |
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207 | engineEnergyShare = 0.4; |
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208 | |
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209 | shieldCur = 20; |
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210 | shieldMax = 100; |
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211 | shieldTH = .2* shieldMax; // shield power must be 20% before shield kicks in again |
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212 | |
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213 | electronicCur = 50; |
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214 | electronicMax = 50; |
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215 | electronicRegen = 3; |
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216 | electronicTH = .7 * electronicMax; // 30% of eDamage can be handled by the ship |
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217 | |
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218 | |
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219 | this->loadModel("models/ships/mantawing.obj"); |
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220 | //this->setVisibiliy(false); |
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221 | |
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222 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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223 | |
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224 | |
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225 | this->setHealthMax(shieldMax); |
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226 | this->setHealth(shieldCur); |
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227 | |
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228 | this->travelNode = new PNode(); |
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229 | |
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230 | // camera - issue |
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231 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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232 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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233 | |
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234 | |
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235 | |
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236 | //add events to the eventlist |
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237 | registerEvent(KeyMapper::PEV_FORWARD); |
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238 | registerEvent(KeyMapper::PEV_BACKWARD); |
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239 | registerEvent(KeyMapper::PEV_LEFT); |
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240 | registerEvent(KeyMapper::PEV_RIGHT); |
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241 | //registerEvent(SDLK_q); |
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242 | //registerEvent(SDLK_e); |
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243 | registerEvent(KeyMapper::PEV_FIRE1); |
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244 | registerEvent(KeyMapper::PEV_FIRE2); // Added for secondary weapon support |
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245 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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246 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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247 | //registerEvent(SDLK_PAGEUP); |
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248 | //registerEvent(SDLK_PAGEDOWN); |
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249 | registerEvent(EV_MOUSE_MOTION); |
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250 | |
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251 | this->weaponMan.setParentEntity( this); |
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252 | this->secWeaponMan.setParentEntity( this); |
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253 | |
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254 | this->weaponMan.setSlotCount(6); |
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255 | |
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256 | this->weaponMan.setSlotPosition(0, Vector(-2.6, 0, -3.0)); |
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257 | this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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258 | |
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259 | this->weaponMan.setSlotPosition(1, Vector(-2.6, 0, 3.0)); |
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260 | this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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261 | |
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262 | this->weaponMan.setSlotPosition(2, Vector(-1.5, 0, -.5)); |
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263 | this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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264 | |
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265 | this->weaponMan.setSlotPosition(3, Vector(-1.5, 0, .5)); |
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266 | this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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267 | |
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268 | this->weaponMan.setSlotPosition(4, Vector(-1.5, 0, .5)); |
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269 | this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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270 | |
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271 | this->weaponMan.setSlotPosition(5, Vector(-1.5, 0, -.5)); |
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272 | this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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273 | |
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274 | this->secWeaponMan.setSlotCount(6); |
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275 | |
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276 | this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0)); |
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277 | this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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278 | |
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279 | this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0)); |
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280 | this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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281 | |
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282 | this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5)); |
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283 | this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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284 | |
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285 | this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5)); |
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286 | this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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287 | |
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288 | this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5)); |
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289 | this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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290 | |
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291 | this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5)); |
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292 | this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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293 | |
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294 | |
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295 | this->weaponMan.getFixedTarget()->setParent(this); |
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296 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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297 | |
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298 | |
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299 | this->secWeaponMan.getFixedTarget()->setParent(this); |
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300 | this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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301 | this->secWeaponMan.setRotationSpeed(0); |
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302 | |
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303 | dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false); |
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304 | |
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305 | |
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306 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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307 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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308 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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309 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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310 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
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311 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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312 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER)); |
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313 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) ); |
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314 | |
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315 | //this->airFriction = 0.5f; |
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316 | this->travelDistancePlus = Vector2D(38.0, 43.0); |
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317 | this->travelDistanceMinus = Vector2D(-38.0, -43.0); |
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318 | this->cameraSpeed = 40; |
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319 | this->cameraLook = 0.0f; |
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320 | //this->airFriction = 0.0f; |
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321 | |
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322 | srand(time(0)); //initaialize RNG |
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323 | |
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324 | this->travelNode->debugDraw(); |
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325 | |
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326 | this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical); |
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327 | |
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328 | |
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329 | this->trail = new Trail( 10, 10, .2, this); |
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330 | //this->trail->setParent( this); |
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331 | this->trail->setTexture( "maps/engine.png"); |
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332 | |
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333 | this->trailL = new Trail( 10, 10, .2, this); |
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334 | //this->trailL->setParent( this); |
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335 | this->trailL->setTexture( "maps/engine.png"); |
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336 | |
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337 | this->trailR = new Trail( 10, 10, .2, this); |
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338 | //this->trailR->setParent( this); |
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339 | this->trailR->setTexture( "maps/engine.png"); |
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340 | |
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341 | |
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342 | this->toList(OM_GROUP_00); |
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343 | } |
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344 | |
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345 | |
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346 | /** |
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347 | * loads the Settings of a SpaceShip from an XML-element. |
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348 | * @param root the XML-element to load the Spaceship's properties from |
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349 | */ |
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350 | void SpaceShip::loadParams(const TiXmlElement* root) |
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351 | { |
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352 | Playable::loadParams(root); |
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353 | |
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354 | LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML); |
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355 | } |
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356 | |
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357 | |
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358 | void SpaceShip::setPlayDirection(const Quaternion& rot, float speed) |
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359 | { |
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360 | //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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361 | } |
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362 | |
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363 | void SpaceShip::reset() |
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364 | { |
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365 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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366 | |
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367 | //xMouse = yMouse = 0; |
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368 | |
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369 | this->setHealth(80); |
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370 | this->velocity = Vector(0.0, 0.0, 0.0); |
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371 | } |
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372 | |
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373 | |
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374 | void SpaceShip::enter() |
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375 | { |
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376 | this->secWeaponMan.showCrosshair(); |
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377 | this->toList( OM_GROUP_01 ); |
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378 | /* |
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379 | for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++) |
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380 | { |
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381 | if( likely( dynamic_cast<Weapon*>(*it) != NULL)) |
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382 | dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01); |
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383 | }*/ |
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384 | //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true); |
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385 | //this->attachCamera(); |
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386 | // this->setPlaymode(Playable::Horizontal); |
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387 | } |
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388 | |
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389 | void SpaceShip::leave() |
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390 | { |
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391 | this->secWeaponMan.hideCrosshair(); |
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392 | this->toList( OM_GROUP_00); |
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393 | /* |
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394 | for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++) |
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395 | { |
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396 | if( likely( dynamic_cast<Weapon*>(*it) != NULL)) |
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397 | dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00); |
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398 | }*/ |
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399 | //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false); |
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400 | //this->detachCamera(); |
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401 | } |
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402 | |
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403 | |
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404 | /** |
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405 | * effect that occurs after the SpaceShip is spawned |
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406 | */ |
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407 | void SpaceShip::postSpawn () |
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408 | { |
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409 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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410 | } |
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411 | |
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412 | /** |
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413 | * the action occuring if the spaceship left the game |
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414 | */ |
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415 | void SpaceShip::leftWorld () |
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416 | { |
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417 | |
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418 | } |
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419 | |
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420 | WorldEntity* ref = NULL; |
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421 | /** |
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422 | * this function is called, when two entities collide |
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423 | * @param entity: the world entity with whom it collides |
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424 | * |
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425 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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426 | */ |
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427 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
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428 | { |
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429 | PRINTF(0)("SPACESHIP COLLIDED WITH %s\n",entity->getCName()); |
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430 | } |
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431 | |
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432 | /** |
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433 | * draws the spaceship after transforming it. |
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434 | */ |
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435 | void SpaceShip::draw () const |
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436 | { |
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437 | WorldEntity::draw(); |
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438 | |
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439 | glMatrixMode(GL_MODELVIEW); |
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440 | glPushMatrix(); |
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441 | |
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442 | float matrix[4][4]; |
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443 | glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z); |
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444 | this->getAbsDir().matrix (matrix); |
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445 | glMultMatrixf((float*)matrix); |
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446 | //glScalef(2.0, 2.0, 2.0); // no double rescale |
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447 | |
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448 | this->trail->draw(); |
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449 | |
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450 | glTranslatef(0,0,-.5); |
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451 | this->trailL->draw(); |
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452 | |
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453 | glTranslatef(0,0,1); |
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454 | this->trailR->draw(); |
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455 | glPopMatrix(); |
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456 | //this->debug(0); |
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457 | } |
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458 | |
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459 | /** |
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460 | * the function called for each passing timeSnap |
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461 | * @param time The timespan passed since last update |
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462 | */ |
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463 | void SpaceShip::tick (float time) |
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464 | { |
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465 | // Playable::tick(time);$ |
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466 | |
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467 | // Own Tick Setup, as a different fire routine is used on the weapon manager |
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468 | this->weaponMan.tick(time); |
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469 | this->secWeaponMan.tick(time); |
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470 | |
---|
471 | if( this->systemFailure() ) |
---|
472 | bFire = bSecFire = false; |
---|
473 | |
---|
474 | // fire reqeust/release for primary weapons |
---|
475 | if( this->bFire) |
---|
476 | this->weaponMan.fire(); |
---|
477 | else |
---|
478 | this->weaponMan.releaseFire(); |
---|
479 | |
---|
480 | // fire reqeust/release for secondary weapons |
---|
481 | if( this->bSecFire) |
---|
482 | this->secWeaponMan.fire(); |
---|
483 | else |
---|
484 | this->secWeaponMan.releaseFire(); |
---|
485 | |
---|
486 | // Tracktick |
---|
487 | if(this->entityTrack) |
---|
488 | this->entityTrack->tick(time); |
---|
489 | |
---|
490 | |
---|
491 | // Shield Regeneration and other regular calculations on the ship |
---|
492 | this->regen(time); |
---|
493 | |
---|
494 | // Weapon Regeneration and other regular calculations on the ship |
---|
495 | this->weaponRegen(time); |
---|
496 | |
---|
497 | // current engine speed output |
---|
498 | this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare; |
---|
499 | |
---|
500 | // calculation of maxSpeed and acceleration: |
---|
501 | this->travelSpeed = this->engineSpeedCur * 5; |
---|
502 | this->acceleration = this->travelSpeed * 2; |
---|
503 | |
---|
504 | this->movement(time); |
---|
505 | |
---|
506 | // TRYING TO FIX PNode. |
---|
507 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
---|
508 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
---|
509 | |
---|
510 | |
---|
511 | this->velocity = (this->getAbsCoor() - this->oldPos) / time; |
---|
512 | this->oldPos = this->getAbsCoor(); |
---|
513 | |
---|
514 | this->trail->tick(time); |
---|
515 | this->trailL->tick(time); |
---|
516 | this->trailR->tick(time); |
---|
517 | |
---|
518 | //orient the spaceship in direction of the mouse |
---|
519 | /* |
---|
520 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia); |
---|
521 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
---|
522 | this->setAbsDir( rotQuat); |
---|
523 | //this->setAbsDirSoft(mouseDir,5); |
---|
524 | */ |
---|
525 | |
---|
526 | // this is the air friction (necessary for a smooth control) |
---|
527 | /* |
---|
528 | if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001; |
---|
529 | else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001; |
---|
530 | */ |
---|
531 | |
---|
532 | //other physics (gravity) |
---|
533 | //if(travelSpeed < 120) |
---|
534 | //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time; |
---|
535 | |
---|
536 | //hoover effect |
---|
537 | //cycle += time; |
---|
538 | //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
---|
539 | |
---|
540 | //readjust |
---|
541 | //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
---|
542 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
---|
543 | |
---|
544 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
---|
545 | |
---|
546 | /* |
---|
547 | this->shiftCoor(move); |
---|
548 | */ |
---|
549 | |
---|
550 | // PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber()); |
---|
551 | |
---|
552 | } |
---|
553 | |
---|
554 | /** |
---|
555 | * @todo switch statement ?? |
---|
556 | */ |
---|
557 | void SpaceShip::process(const Event &event) |
---|
558 | { |
---|
559 | //Playable::process(event); |
---|
560 | |
---|
561 | if( event.type == KeyMapper::PEV_LEFT) |
---|
562 | this->bLeft = event.bPressed; |
---|
563 | else if( event.type == KeyMapper::PEV_RIGHT) |
---|
564 | this->bRight = event.bPressed; |
---|
565 | else if( event.type == KeyMapper::PEV_FORWARD) |
---|
566 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
---|
567 | else if( event.type == KeyMapper::PEV_BACKWARD) |
---|
568 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
---|
569 | else if( event.type == KeyMapper::PEV_FIRE2) |
---|
570 | this->bSecFire = event.bPressed; |
---|
571 | else if( event.type == KeyMapper::PEV_FIRE1) |
---|
572 | this->bFire = event.bPressed; |
---|
573 | |
---|
574 | |
---|
575 | /* |
---|
576 | else if( event.type == EV_MOUSE_MOTION) |
---|
577 | { |
---|
578 | |
---|
579 | this->xMouse += event.xRel; |
---|
580 | this->yMouse += event.yRel; |
---|
581 | } |
---|
582 | */ |
---|
583 | } |
---|
584 | |
---|
585 | void SpaceShip::destroy( WorldEntity* killer ) |
---|
586 | { |
---|
587 | PRINTF(0)("spaceship destroy\n"); |
---|
588 | |
---|
589 | EmitterNode* node = NULL; |
---|
590 | DotEmitter* emitter = NULL; |
---|
591 | SpriteParticles* explosionParticles = NULL; |
---|
592 | |
---|
593 | explosionParticles = new SpriteParticles(100); |
---|
594 | explosionParticles->setName("MBoltExplosionParticles"); |
---|
595 | explosionParticles->setLifeSpan(.5, .3); |
---|
596 | explosionParticles->setRadius(0.0, 10.0); |
---|
597 | explosionParticles->setRadius(.5, 6.0); |
---|
598 | explosionParticles->setRadius(1.0, 3.0); |
---|
599 | explosionParticles->setColor(0.0, 1,1,1,.9); |
---|
600 | explosionParticles->setColor(0.1, 1,1,0,.9); |
---|
601 | explosionParticles->setColor(0.5, .8,.4,0,.5); |
---|
602 | explosionParticles->setColor(1.0, .2,.2,.2,.0); |
---|
603 | |
---|
604 | |
---|
605 | emitter = new DotEmitter( 200, 200, M_2_PI); |
---|
606 | emitter->setSpread( 0, M_2_PI); |
---|
607 | emitter->setEmissionRate( 400.0); |
---|
608 | //emitter->setEmissionVelocity( 200.0); |
---|
609 | emitter->setSystem( explosionParticles); |
---|
610 | emitter->setAbsCoor( this->getAbsCoor()); |
---|
611 | |
---|
612 | node = new EmitterNode( 1); |
---|
613 | node->setupParticle( emitter, explosionParticles); |
---|
614 | node->setVelocity( this->getParent()->getVelocity()); |
---|
615 | node->setAbsCoor( this->getAbsCoor()); |
---|
616 | node->start(); |
---|
617 | /* |
---|
618 | PNode* node = new PNode(); |
---|
619 | node->setAbsCoor(this->getAbsCoor()); |
---|
620 | Explosion* explosion = new Explosion(); |
---|
621 | explosion->explode( node, Vector(5,5,5)); |
---|
622 | */ |
---|
623 | this->setAbsCoor(Vector(-10000,10000,10000)); |
---|
624 | //this->hide(); |
---|
625 | |
---|
626 | this->toList( OM_DEAD); |
---|
627 | PRINTF(0)("spaceship destroy == ship translated \n"); |
---|
628 | } |
---|
629 | |
---|
630 | void SpaceShip::respawn( ) |
---|
631 | { |
---|
632 | //this->unhide(); |
---|
633 | /*for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++) |
---|
634 | { |
---|
635 | if( dynamic_cast<WorldEntity*>(*it) != NULL) |
---|
636 | dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00); |
---|
637 | }*/ |
---|
638 | /* |
---|
639 | if( this->hasPlayer()) |
---|
640 | { |
---|
641 | this->toList( OM_GROUP_01); |
---|
642 | for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++) |
---|
643 | { |
---|
644 | if( likely( dynamic_cast<Weapon*>(*it) != NULL)) |
---|
645 | dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00_PROJ); |
---|
646 | } |
---|
647 | } |
---|
648 | else |
---|
649 | { |
---|
650 | this->toList( OM_GROUP_00); |
---|
651 | for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++) |
---|
652 | { |
---|
653 | if( likely( dynamic_cast<Weapon*>(*it) != NULL)) |
---|
654 | dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01_PROJ); |
---|
655 | } |
---|
656 | }*/ |
---|
657 | |
---|
658 | } |
---|
659 | |
---|
660 | |
---|
661 | void SpaceShip::damage(float pDamage, float eDamage){ |
---|
662 | PRINTF(0)("ship hit for (%f,%f) \n",pDamage,eDamage); |
---|
663 | |
---|
664 | if( this->shieldActive) { |
---|
665 | if( this->shieldCur > pDamage) { |
---|
666 | this->shieldCur = this->shieldCur - pDamage; |
---|
667 | } |
---|
668 | else { // shield <= pDamage |
---|
669 | this->shieldCur -=pDamage; |
---|
670 | this->shieldActive = false; //shield collapses |
---|
671 | pDamage += this->shieldCur; |
---|
672 | if( !this->shieldActive) { |
---|
673 | this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate |
---|
674 | this->electronicCur -= eDamage; |
---|
675 | } |
---|
676 | } |
---|
677 | } |
---|
678 | else { |
---|
679 | this->armorCur = this->armorCur - pDamage; |
---|
680 | this->electronicCur = this->electronicCur - eDamage; |
---|
681 | } |
---|
682 | if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ } |
---|
683 | this->destroy(this); |
---|
684 | } |
---|
685 | |
---|
686 | |
---|
687 | void SpaceShip::regen(float time){ |
---|
688 | float tmp; |
---|
689 | if (this->armorCur != this->armorMax || this->armorRegen != 0){ |
---|
690 | tmp = this->armorCur + this->armorRegen * time; |
---|
691 | if ( tmp > electronicMax) |
---|
692 | this->armorCur = this->armorMax; |
---|
693 | else |
---|
694 | this->armorCur = tmp; |
---|
695 | } |
---|
696 | if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){ |
---|
697 | tmp = this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time; |
---|
698 | if( tmp > shieldMax) |
---|
699 | this->shieldCur = this->shieldMax; |
---|
700 | else |
---|
701 | this->shieldCur = tmp; |
---|
702 | this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH); |
---|
703 | } |
---|
704 | |
---|
705 | this->setHealth( this->shieldCur); // FIXME currently just to test share system |
---|
706 | |
---|
707 | if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){ |
---|
708 | tmp = this->electronicCur + this->electronicRegen * time; |
---|
709 | if ( tmp > electronicMax) |
---|
710 | this->electronicCur = this->electronicMax; |
---|
711 | else |
---|
712 | this->electronicCur = tmp; |
---|
713 | } |
---|
714 | } |
---|
715 | |
---|
716 | |
---|
717 | /** |
---|
718 | * Weapon regeneration |
---|
719 | * does not use any reactor capacity, as it wouldn't work in a consistent way. |
---|
720 | */ |
---|
721 | void SpaceShip::weaponRegen(float time) |
---|
722 | { |
---|
723 | float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time; |
---|
724 | Weapon* weapon; |
---|
725 | for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) |
---|
726 | { |
---|
727 | weapon = this->weaponMan.getWeapon(i); |
---|
728 | if( weapon != NULL && weapon->isActive()) |
---|
729 | { |
---|
730 | weapon->increaseEnergy( energy); |
---|
731 | } |
---|
732 | |
---|
733 | } |
---|
734 | // weaponMan.increaseAmmunition( weapon, energy); |
---|
735 | } |
---|
736 | |
---|
737 | |
---|
738 | void SpaceShip::enterPlaymode(Playable::Playmode playmode) |
---|
739 | { |
---|
740 | switch(playmode) |
---|
741 | { |
---|
742 | case Playable::Full3D: |
---|
743 | /* |
---|
744 | if (State::getCameraNode != NULL) |
---|
745 | { |
---|
746 | Vector absCoor = this->getAbsCoor(); |
---|
747 | this->setParent(PNode::getNullParent()); |
---|
748 | this->setAbsCoor(absCoor); |
---|
749 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
---|
750 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
---|
751 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
---|
752 | State::getCameraTargetNode()->setRelCoorSoft(100, 0,0); |
---|
753 | |
---|
754 | } |
---|
755 | */ |
---|
756 | //break; |
---|
757 | |
---|
758 | break; |
---|
759 | case Playable::Horizontal: |
---|
760 | if (State::getCameraNode != NULL) |
---|
761 | { |
---|
762 | this->debugNode(1); |
---|
763 | this->travelNode->debugNode(1); |
---|
764 | |
---|
765 | this->travelNode->setAbsCoor(this->getAbsCoor()); |
---|
766 | this->travelNode->updateNode(0.01f); |
---|
767 | |
---|
768 | this->setParent(this->travelNode); |
---|
769 | this->setRelCoor(0,0,0); |
---|
770 | |
---|
771 | State::getCameraNode()->setParentSoft(this->travelNode); |
---|
772 | //State::getCameraNode()->setParentSoft(this); |
---|
773 | State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0); |
---|
774 | State::getCameraTargetNode()->setParentSoft(this->travelNode); |
---|
775 | //State::getCameraTargetNode()->setParentSoft(this); |
---|
776 | State::getCameraTargetNode()->setRelCoorSoft(0,0,0); |
---|
777 | |
---|
778 | this->debugNode(1); |
---|
779 | this->travelNode->debugNode(1); |
---|
780 | } |
---|
781 | break; |
---|
782 | |
---|
783 | default: |
---|
784 | PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); |
---|
785 | } |
---|
786 | } |
---|
787 | |
---|
788 | /** |
---|
789 | * @brief calculate the velocity |
---|
790 | * @param time the timeslice since the last frame |
---|
791 | */ |
---|
792 | |
---|
793 | void SpaceShip::movement (float dt) |
---|
794 | { |
---|
795 | //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so |
---|
796 | //the ship doesn't slide too much. |
---|
797 | float airCoeff = 2.5; |
---|
798 | float pi = 3.14; |
---|
799 | |
---|
800 | |
---|
801 | switch(this->getPlaymode()) |
---|
802 | { |
---|
803 | case Playable::Horizontal: |
---|
804 | { |
---|
805 | // these routines will change the travel movement into zero in a short amout of time, if the player |
---|
806 | // doesn't press any buttons. |
---|
807 | if (this->travelVelocity.x >= 0) |
---|
808 | { |
---|
809 | if (this->travelVelocity.x > airCoeff*this->acceleration * dt) |
---|
810 | this->travelVelocity.x -= airCoeff* this->acceleration * dt; |
---|
811 | else |
---|
812 | this->travelVelocity.x = 0; |
---|
813 | } |
---|
814 | else |
---|
815 | { |
---|
816 | if (this->travelVelocity.x < -airCoeff*this->acceleration * dt) |
---|
817 | this->travelVelocity.x += airCoeff* this->acceleration * dt; |
---|
818 | else |
---|
819 | this->travelVelocity.x = 0; |
---|
820 | } |
---|
821 | if (this->travelVelocity.z >= 0) |
---|
822 | { |
---|
823 | if (this->travelVelocity.z > airCoeff*this->acceleration * dt) |
---|
824 | this->travelVelocity.z -= airCoeff* this->acceleration * dt; |
---|
825 | else |
---|
826 | this->travelVelocity.z = 0; |
---|
827 | } |
---|
828 | else |
---|
829 | { |
---|
830 | if (this->travelVelocity.z < -airCoeff*this->acceleration * dt) |
---|
831 | this->travelVelocity.z += airCoeff* this->acceleration * dt; |
---|
832 | else |
---|
833 | this->travelVelocity.z = 0; |
---|
834 | } |
---|
835 | |
---|
836 | // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons |
---|
837 | // and its continuing to slide a bit. |
---|
838 | Vector oldCoor = this->getRelCoor(); |
---|
839 | if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z); |
---|
840 | if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z); |
---|
841 | if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y); |
---|
842 | if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y); |
---|
843 | |
---|
844 | if( this->systemFailure() ) |
---|
845 | bForward = bBackward = bLeft = bRight = false; |
---|
846 | |
---|
847 | if( this->bForward ) |
---|
848 | { |
---|
849 | if(this->getRelCoor().x < this->travelDistancePlus.x) |
---|
850 | { |
---|
851 | if (this->travelVelocity.x < this->travelSpeed) |
---|
852 | { |
---|
853 | this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt; |
---|
854 | } |
---|
855 | else |
---|
856 | { |
---|
857 | this->travelVelocity.x = this->travelSpeed; |
---|
858 | } |
---|
859 | } |
---|
860 | else |
---|
861 | { |
---|
862 | this->travelVelocity.x = 0.0f; |
---|
863 | } |
---|
864 | } |
---|
865 | |
---|
866 | if( this->bBackward ) |
---|
867 | { |
---|
868 | if(this->getRelCoor().x > this->travelDistanceMinus.x) |
---|
869 | { |
---|
870 | if (this->travelVelocity.x > -this->travelSpeed) |
---|
871 | { |
---|
872 | this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt; |
---|
873 | } |
---|
874 | else |
---|
875 | { |
---|
876 | this->travelVelocity.x = -this->travelSpeed; |
---|
877 | } |
---|
878 | } |
---|
879 | else |
---|
880 | { |
---|
881 | this->travelVelocity.x = 0.0f; |
---|
882 | } |
---|
883 | } |
---|
884 | |
---|
885 | if( this->bLeft) |
---|
886 | { |
---|
887 | if(this->getRelCoor().z > this->travelDistanceMinus.y) |
---|
888 | { |
---|
889 | if (this->travelVelocity.z > -this->travelSpeed) |
---|
890 | { |
---|
891 | this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt; |
---|
892 | } |
---|
893 | else |
---|
894 | { |
---|
895 | this->travelVelocity.z = -this->travelSpeed; |
---|
896 | } |
---|
897 | } |
---|
898 | else |
---|
899 | { |
---|
900 | this->travelVelocity.z = 0.0f; |
---|
901 | } |
---|
902 | this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6); |
---|
903 | } |
---|
904 | |
---|
905 | if( this->bRight) |
---|
906 | { |
---|
907 | if(this->getRelCoor().z < this->travelDistancePlus.y) |
---|
908 | { |
---|
909 | if (this->travelVelocity.z < this->travelSpeed) |
---|
910 | { |
---|
911 | this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt; |
---|
912 | } |
---|
913 | else |
---|
914 | { |
---|
915 | this->travelVelocity.z = this->travelSpeed; |
---|
916 | } |
---|
917 | } |
---|
918 | else |
---|
919 | { |
---|
920 | this->travelVelocity.z = 0.0f; |
---|
921 | } |
---|
922 | this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6); |
---|
923 | } |
---|
924 | if (!this->bRight && !this->bLeft) |
---|
925 | { |
---|
926 | this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6); |
---|
927 | } |
---|
928 | |
---|
929 | |
---|
930 | this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0)); |
---|
931 | this->shiftCoor (this->travelVelocity * dt); |
---|
932 | |
---|
933 | //normalisation of the vectors (vector sum must be <= travelspeed) |
---|
934 | float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2)); |
---|
935 | if (xzNorm > this->travelSpeed) |
---|
936 | { |
---|
937 | this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed; |
---|
938 | this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed; |
---|
939 | } |
---|
940 | |
---|
941 | //this moves camera and ship along the travel path. |
---|
942 | this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0)); |
---|
943 | |
---|
944 | //set new coordinates calculated through key- events. |
---|
945 | this->shiftCoor (this->travelVelocity * dt); |
---|
946 | break; |
---|
947 | } |
---|
948 | case Playable::Vertical: |
---|
949 | break; |
---|
950 | default: |
---|
951 | PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); |
---|
952 | } |
---|
953 | |
---|
954 | |
---|
955 | /* |
---|
956 | this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0)); |
---|
957 | this->shiftCoor (this->travelVelocity * dt); |
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958 | |
---|
959 | float angle = this->travelVelocity.z / travelSpeed * pi / 3; |
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960 | if (angle > pi/4) angle = pi/4; |
---|
961 | if (angle < -pi/4) angle = -pi/4; |
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962 | this->setRelDirSoft(Quaternion(angle, Vector(1,0,0)), 5.0f); |
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963 | */ |
---|
964 | |
---|
965 | } |
---|
966 | |
---|
967 | void SpaceShip::setPlaymodeXML(const std::string& playmode) |
---|
968 | { |
---|
969 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
---|
970 | } |
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971 | |
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