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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10286

Last change on this file since 10286 was 10286, checked in by nicolasc, 17 years ago

code cleanup, rebuilt spikeball

File size: 32.7 KB
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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/spike_launcher.h"
30#include "weapons/spike_thrower.h"
31#include "weapons/boomerang_gun.h"
32#include "weapons/turret.h"
33#include "weapons/cannon.h"
34
35#include "elements/glgui_energywidgetvertical.h"
36#include "glgui_bar.h"
37
38#include "particles/dot_emitter.h"
39#include "particles/emitter_node.h"
40#include "particles/sprite_particles.h"
41#include "effects/trail.h"
42
43#include "effects/wobblegrid.h"
44
45#include "util/loading/factory.h"
46#include "key_mapper.h"
47
48#include "network_game_manager.h"
49#include "shared_network_data.h"
50
51#include "power_ups/weapon_power_up.h"
52#include "power_ups/param_power_up.h"
53
54#include "graphics_engine.h"
55
56#include "plane.h"
57
58#include "state.h"
59#include "player.h"
60#include "camera.h"
61
62
63#include "util/loading/load_param.h"
64#include "time.h"
65
66#include "track/track.h"
67
68
69// #include "lib/gui/gl_gui/glgui_bar.h"
70// #include "lib/gui/gl_gui/glgui_pushbutton.h"
71
72
73#include "class_id_DEPRECATED.h"
74ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
75CREATE_FACTORY(SpaceShip);
76
77#include "script_class.h"
78CREATE_SCRIPTABLE_CLASS(SpaceShip,
79                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
80                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
81                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
82                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
83                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
84                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
85                        //Coordinates
86                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
87                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
88                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
89                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
90                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
91                       );
92
93/**
94 *  destructs the spaceship, deletes alocated memory
95 */
96SpaceShip::~SpaceShip ()
97{
98  this->setPlayer(NULL);
99}
100
101/**
102 * loads a Spaceships information from a specified file.
103 * @param fileName the name of the File to load the spaceship from (absolute path)
104 */
105SpaceShip::SpaceShip(const std::string& fileName)
106    : secWeaponMan(this) //,
107    //supportedPlaymodes(Playable::Vertical) ,
108    //playmode(Playable::Vertical)
109{
110  this->init();
111  TiXmlDocument doc(fileName);
112
113  if(!doc.LoadFile())
114  {
115    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
116    return;
117  }
118
119  this->loadParams(doc.RootElement());
120}
121
122/**
123 *  creates a new Spaceship from Xml Data
124 * @param root the xml element containing spaceship data
125
126   @todo add more parameters to load
127*/
128SpaceShip::SpaceShip(const TiXmlElement* root)
129    : secWeaponMan(this) //,
130    //supportedPlaymodes(Playable::Vertical) ,
131    //playmode(Playable::Vertical)
132{
133  this->init();
134  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
135  if (root != NULL)
136    this->loadParams(root);
137
138}
139
140
141/**
142 * initializes a Spaceship
143 */
144void SpaceShip::init()
145{
146
147  srand(time(0));   //initialize Random Nomber Generator
148
149  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
150  this->registerObject(this, SpaceShip::_objectList);
151  PRINTF(4)("SPACESHIP INIT\n");
152  this->weaponMan.setParentEntity( this);
153  //weapons:
154 
155  Weapon* wpRight1 = new LightBlaster ();
156  wpRight1->setName( "LightBlaster");
157  Weapon* wpLeft1 = new LightBlaster ();
158  wpLeft1->setName( "LightBlaster");
159
160  Weapon* wpRight2 = new MediumBlaster ();
161  wpRight2->setName( "MediumBlaster");
162  Weapon* wpLeft2 = new MediumBlaster ();
163  wpLeft2->setName( "MediumBlaster");
164
165  Weapon* wpRight3 = new HeavyBlaster (1);
166  wpRight3->setName( "HeavyBlaster");
167  Weapon* wpLeft3 = new HeavyBlaster (0);
168  wpLeft3->setName( "HeavyBlaster");
169
170  Weapon* cannon = new SwarmLauncher();
171  cannon->setName( "SwarmLauncher");
172
173  Weapon* spike = new SpikeThrower();
174  spike->setName( "SpikeThrower" );
175
176//  Weapon* spike2 = new SpikeLauncher();
177//  spike2->setName( "SpikeLauncher" );
178
179  this->weaponMan.addWeapon( wpLeft1, 0, 0);
180  this->weaponMan.addWeapon( wpRight1, 0, 1);
181
182  this->weaponMan.addWeapon( wpLeft2, 1, 2);
183  this->weaponMan.addWeapon( wpRight2, 1, 3);
184
185  this->weaponMan.addWeapon( wpLeft3, 2, 4);
186  this->weaponMan.addWeapon( wpRight3, 2, 5);
187
188  this->weaponMan.addWeapon( wpLeft1, 3, 0);
189  this->weaponMan.addWeapon( wpRight1, 3, 1);
190
191  this->weaponMan.addWeapon( wpLeft2, 3, 2);
192  this->weaponMan.addWeapon( wpRight2, 3, 3);
193
194  this->weaponMan.addWeapon( wpLeft3, 3, 4);
195  this->weaponMan.addWeapon( wpRight3, 3, 5);
196
197  this->secWeaponMan.addWeapon( cannon, 0, 0);
198  this->secWeaponMan.addWeapon( spike, 1, 1);
199//  this->secWeaponMan.addWeapon( spike2, 2, 2);
200
201
202  this->weaponMan.changeWeaponConfig(3);
203  this->secWeaponMan.changeWeaponConfig(1);
204
205  curWeaponPrimary    = 3;
206  curWeaponSecondary  = 0;
207
208  Playable::weaponConfigChanged();
209
210  reactorOutput     = 10;
211
212  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
213  engineSpeedBase   = 5;
214  shieldRegen       = 2;
215
216  shieldEnergyShare = 0.3;
217  weaponEnergyShare = 0.3;
218  engineEnergyShare = 0.4;
219
220  shieldCur         = 20;
221  shieldMax         = 100;
222  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
223
224  this->setHealth( 20);
225  this->setHealthMax( 100);
226
227  electronicCur = 50;
228  electronicMax = 50;
229  electronicRegen   = 3;
230  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
231
232
233  this->loadModel("models/ships/mantawing.obj");
234  //this->setVisibiliy(false);
235
236  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
237 
238
239  this->setHealthMax(shieldMax);
240  this->setHealth(shieldCur);
241
242  this->travelNode = new PNode();
243
244  // camera - issue
245  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
246  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
247
248  // widget handling
249  /*
250  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
251  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
252  this->electronicWidget->setSize2D(30,400);
253  this->electronicWidget->setAbsCoor2D(150,200);
254  this->electronicWidget->shiftDir2D(270);
255  this->updateElectronicWidget();
256  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
257  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
258  this->shieldWidget->setSize2D(30,400);
259  this->shieldWidget->setAbsCoor2D(200,200);
260  this->shieldWidget->shiftDir2D(270);
261  this->updateShieldWidget();
262  if (this->hasPlayer())
263  {
264    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
265    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
266  }
267  */
268  this->electronicWidget = NULL;
269  this->shieldWidget = NULL;
270
271  //add events to the eventlist
272  registerEvent(KeyMapper::PEV_FORWARD);
273  registerEvent(KeyMapper::PEV_BACKWARD);
274  registerEvent(KeyMapper::PEV_LEFT);
275  registerEvent(KeyMapper::PEV_RIGHT);
276  //registerEvent(SDLK_q);
277  //registerEvent(SDLK_e);
278  registerEvent(KeyMapper::PEV_FIRE1);
279  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
280  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
281  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
282  //registerEvent(SDLK_PAGEUP);
283  //registerEvent(SDLK_PAGEDOWN);
284  registerEvent(EV_MOUSE_MOTION);
285
286  this->weaponMan.setParentEntity( this);
287  this->secWeaponMan.setParentEntity( this);
288
289  this->weaponMan.setSlotCount(6);
290
291  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
292  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
293
294  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
295  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
296
297  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
298  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
299
300  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
301  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
302
303  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
304  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
305
306  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
307  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
308
309  this->secWeaponMan.setSlotCount(6);
310
311  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
312  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
313
314  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
315  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
316
317  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
318  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
319
320  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
321  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
322
323  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
324  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
325
326  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
327  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
328
329
330  this->weaponMan.getFixedTarget()->setParent(this);
331  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
332
333 
334  this->secWeaponMan.getFixedTarget()->setParent(this);
335  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
336  this->secWeaponMan.setRotationSpeed(0);
337
338  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
339
340
341  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
342  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
343  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
344  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
345  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
346  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
347  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
348  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
349
350  //this->airFriction = 0.5f;
351  this->travelDistancePlus = Vector2D(38.0, 43.0);
352  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
353  this->cameraSpeed = 40;
354  this->cameraLook = 0.0f;
355  //this->airFriction = 0.0f;
356
357  srand(time(0));  //initaialize RNG
358
359  this->travelNode->debugDraw();
360
361  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
362
363  /// FIXME
364  this->trail = new Trail( 5, 10, .2, this);
365  this->trail->setTexture( "maps/engine.png");
366
367  this->trailL = new Trail( 5, 10, .2, this);
368  this->trailL->setTexture( "maps/engine.png");
369
370  this->trailR = new Trail( 5, 10, .2, this);
371  this->trailR->setTexture( "maps/engine.png");
372
373
374  this->toList(OM_GROUP_00);
375
376  //FIXME Just testaddition to show the wobblegrid
377/*
378  this->test  = new Wobblegrid(5);
379  test->setTexture("maps/blub.png");
380 
381  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
382  test->setParent( this);
383*/
384 
385}
386
387
388/**
389 * loads the Settings of a SpaceShip from an XML-element.
390 * @param root the XML-element to load the Spaceship's properties from
391 */
392void SpaceShip::loadParams(const TiXmlElement* root)
393{
394  Playable::loadParams(root);
395
396  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
397  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
398  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
399
400  State::getCamera()->setViewMode(Camera::ViewTop);
401}
402
403
404void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
405{
406  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
407}
408
409void SpaceShip::reset()
410{
411  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
412
413  //xMouse = yMouse = 0;
414
415  this->setHealth(80);
416  this->velocity = Vector(0.0, 0.0, 0.0);
417}
418
419
420void SpaceShip::enter()
421{
422  this->secWeaponMan.showCrosshair();
423  this->toList( OM_GROUP_01 );
424  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
425  State::getPlayer()->hud().setOverlayActive(true);
426  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
427  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
428  //this->attachCamera();
429 // this->setPlaymode(Playable::Horizontal);
430}
431
432void SpaceShip::leave()
433{
434  this->secWeaponMan.hideCrosshair();
435  this->toList( OM_GROUP_00);
436  State::getPlayer()->hud().setOverlayActive(false);
437  State::getCamera()->setEventHandling(true);
438  State::getPlayer()->hud().setRadarCenterNode(NULL);
439  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
440  //this->detachCamera();
441}
442
443
444/**
445 *  effect that occurs after the SpaceShip is spawned
446*/
447void SpaceShip::postSpawn ()
448{
449  if(this->hasPlayer())
450    Playable::postSpawn();
451
452  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
453}
454
455/**
456 *  the action occuring if the spaceship left the game
457*/
458void SpaceShip::leftWorld ()
459{
460
461}
462
463WorldEntity* ref = NULL;
464
465/**
466 *  draws the spaceship after transforming it.
467*/
468void SpaceShip::draw () const
469{
470  WorldEntity::draw();
471
472  glMatrixMode(GL_MODELVIEW);
473  glPushMatrix();
474
475  float matrix[4][4];
476  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
477  this->getAbsDir().matrix (matrix);
478  glMultMatrixf((float*)matrix);
479  //glScalef(2.0, 2.0, 2.0);  // no double rescale
480        // FIXME
481  this->trail->draw();
482 
483  glTranslatef(0,0,-.5);
484  this->trailL->draw();
485
486  glTranslatef(0,0,1);
487  this->trailR->draw();
488
489  glPopMatrix();
490  //this->debug(0);
491}
492
493/**
494 *  the function called for each passing timeSnap
495 * @param time The timespan passed since last update
496*/
497void SpaceShip::tick (float time)
498{
499  // Playable::tick(time);
500
501 // this->test->tick(time);
502
503  // Own Tick Setup, as a different fire routine is used on the weapon manager
504  this->weaponMan.tick(time);
505  this->secWeaponMan.tick(time);
506
507  if( this->systemFailure() )
508    bFire = bSecFire = false;
509
510  // fire reqeust/release for primary weapons
511  if( this->bFire)
512    this->weaponMan.fire();
513  else
514    this->weaponMan.releaseFire();
515
516  // fire reqeust/release for secondary weapons
517  if( this->bSecFire)
518    this->secWeaponMan.fire();
519  else
520    this->secWeaponMan.releaseFire();
521   
522  // Tracktick
523  if(this->entityTrack)
524    this->entityTrack->tick(time);
525
526
527  // Shield Regeneration and other regular calculations on the ship
528  this->regen(time);
529
530  // Weapon Regeneration and other regular calculations on the ship
531  this->weaponRegen(time);
532
533  // current engine speed output
534  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
535
536  // calculation of maxSpeed and acceleration:
537  this->travelSpeed = this->engineSpeedCur * 5;
538  this->acceleration = this->travelSpeed * 2;
539
540  this->movement(time);
541
542   // TRYING TO FIX PNode.
543  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
544  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
545
546 
547  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
548  this->oldPos    = this->getAbsCoor();
549
550//FIXME
551  this->trail->tick(time);
552  this->trailL->tick(time);
553  this->trailR->tick(time);
554
555  //orient the spaceship in direction of the mouse
556  /*
557  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
558  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
559    this->setAbsDir( rotQuat);
560  //this->setAbsDirSoft(mouseDir,5);
561  */
562  /*
563  this->shiftCoor(move);
564  */
565
566  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
567
568}
569
570/**
571 * @todo switch statement ??
572 */
573void SpaceShip::process(const Event &event)
574{
575  //Playable::process(event);
576 
577  if( event.type == KeyMapper::PEV_LEFT)
578    this->bLeft = event.bPressed;
579  else if( event.type == KeyMapper::PEV_RIGHT)
580    this->bRight = event.bPressed;
581  else if( event.type == KeyMapper::PEV_FORWARD)
582    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
583  else if( event.type == KeyMapper::PEV_BACKWARD)
584    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
585  else if( event.type == KeyMapper::PEV_FIRE2)
586    this->bSecFire = event.bPressed;
587  else if( event.type == KeyMapper::PEV_FIRE1)
588    this->bFire = event.bPressed;
589  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
590  {
591    this->nextWeaponConfig();
592  }
593  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
594    this->previousWeaponConfig();
595
596  if (!(State::getCamera()->getEventHandling()))
597  {
598    if( event.type == KeyMapper::PEV_VIEW0)
599    {
600      State::getCamera()->setViewMode(Camera::ViewNormal);
601      State::getCameraTargetNode()->setParent(this);
602      State::getCamera()->setParent(this);
603    }
604    else if( event.type == KeyMapper::PEV_VIEW1)
605    {
606      State::getCamera()->setViewMode(Camera::ViewBehind);
607      State::getCameraTargetNode()->setParent(this);
608      State::getCamera()->setParent(this);
609    }
610    else if( event.type == KeyMapper::PEV_VIEW2)
611    {
612      State::getCamera()->setViewMode(Camera::ViewFront);
613      State::getCameraTargetNode()->setParent(this);
614      State::getCamera()->setParent(this);
615    }
616    else if( event.type == KeyMapper::PEV_VIEW3)
617    {
618      State::getCamera()->setViewMode(Camera::ViewLeft);
619      State::getCameraTargetNode()->setParent(this);
620      State::getCamera()->setParent(this);
621    }
622    else if( event.type == KeyMapper::PEV_VIEW4)
623    {
624      State::getCamera()->setViewMode(Camera::ViewRight);
625      State::getCameraTargetNode()->setParent(this);
626      State::getCamera()->setParent(this);
627    }
628    else if( event.type == KeyMapper::PEV_VIEW5)
629    {
630      State::getCamera()->setViewMode(Camera::ViewTop);
631      State::getCameraTargetNode()->setParent(this->travelNode);
632      State::getCamera()->setParent(this->travelNode);
633    }
634  }
635
636
637  /*
638  else if( event.type == EV_MOUSE_MOTION)
639  {
640
641    this->xMouse += event.xRel;
642    this->yMouse += event.yRel;
643  }
644  */
645}
646
647void SpaceShip::destroy( WorldEntity* killer )
648{
649  if(this->hasPlayer())
650    Playable::destroy( killer);
651
652  PRINTF(5)("spaceship destroy\n");
653
654  EmitterNode* node  = NULL;
655  DotEmitter* emitter = NULL;
656  SpriteParticles*  explosionParticles  = NULL;
657
658  explosionParticles = new SpriteParticles(200);
659  explosionParticles->setName("SpaceShipExplosionParticles");
660  explosionParticles->setLifeSpan(.2, .3);
661  explosionParticles->setRadius(0.0, 10.0);
662  explosionParticles->setRadius(.5, 6.0);
663  explosionParticles->setRadius(1.0, 3.0);
664  explosionParticles->setColor(0.0, 1,1,1,.9);
665  explosionParticles->setColor(0.1,  1,1,0,.9);
666  explosionParticles->setColor(0.5, .8,.4,0,.5);
667  explosionParticles->setColor(1.0, .2,.2,.2,.5);
668
669 
670  emitter = new DotEmitter( 2000, 70, 360);
671  //emitter->setSpread( 0, M_2_PI);
672  emitter->setEmissionRate( 200.0);
673  //emitter->setEmissionVelocity( 200.0);
674  //emitter->setSystem( explosionParticles);
675  //emitter->setAbsCoor( this->getAbsCoor());
676
677  node  = new EmitterNode( .1f);
678  node->setupParticle( emitter, explosionParticles);
679  node->setAbsDir( this->getAbsDir());
680  node->setVelocity( this->getVelocity() * .9f);
681  node->setAbsCoor( this->getAbsCoor());
682  if( !node->start())
683    PRINTF(0)("Explosion node not correctly started!");
684/*
685  PNode* node          = new PNode();
686  node->setAbsCoor(this->getAbsCoor());
687  Explosion* explosion = new Explosion();
688  explosion->explode( node, Vector(5,5,5));
689*/
690/*
691  if( this->hasPlayer())
692  {
693        this->setAbsCoor(Vector(-10000,10000,10000));
694        this->hide();
695  }
696  else
697  {*/
698    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
699  //}
700
701}
702
703void SpaceShip::respawn( )
704{
705  Playable::respawn();
706}
707
708
709void SpaceShip::damage(float pDamage, float eDamage){
710  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
711
712  if( this->shieldActive) {
713    if( this->shieldCur > pDamage) {
714      this->shieldCur = this->shieldCur - pDamage;
715    }
716    else { // shield <= pDamage
717      this->shieldCur -=pDamage;
718      this->shieldActive = false; //shield collapses
719      pDamage += this->shieldCur;
720      if( !this->shieldActive) {
721        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
722        this->electronicCur -= eDamage;
723      }
724    }
725  }
726  else {
727    this->armorCur = this->armorCur - pDamage;
728    this->electronicCur = this->electronicCur - eDamage;
729  }
730  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
731    this->destroy(this);
732
733  updateElectronicWidget();
734  updateShieldWidget();
735
736  this->setHealth( this->armorCur);
737}
738
739
740void SpaceShip::regen(float time){
741  float tmp;
742  if (this->armorCur != this->armorMax || this->armorRegen != 0){
743    tmp = this->armorCur + this->armorRegen * time;
744    if ( tmp > electronicMax)
745      this->armorCur = this->armorMax;
746    else
747      this->armorCur = tmp;
748  }
749  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
750    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
751    if( tmp > shieldMax)
752      this->shieldCur = this->shieldMax;
753    else
754      this->shieldCur = tmp;
755    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
756
757    updateShieldWidget();
758  }
759
760  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
761
762  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
763    tmp = this->electronicCur + this->electronicRegen * time;
764    if ( tmp > electronicMax)
765      this->electronicCur = this->electronicMax;
766    else
767      this->electronicCur = tmp;
768
769    updateElectronicWidget();
770  }
771
772}
773
774
775/**
776 * Weapon regeneration
777 * does not use any reactor capacity, as it wouldn't work in a consistent way.
778 */
779void SpaceShip::weaponRegen(float time)
780{
781  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
782  Weapon* weapon;
783  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
784  {
785    weapon = this->weaponMan.getWeapon(i);
786    if( weapon != NULL && weapon->isActive())
787    {
788      weapon->increaseEnergy( energy);
789    }
790
791  }
792  // weaponMan.increaseAmmunition( weapon, energy);
793}
794
795
796void SpaceShip::enterPlaymode(Playable::Playmode playmode)
797{
798  switch(playmode)
799  {
800    case Playable::Full3D:
801      /*
802      if (State::getCameraNode != NULL)
803      {
804        Vector absCoor = this->getAbsCoor();
805        this->setParent(PNode::getNullParent());
806        this->setAbsCoor(absCoor);
807        State::getCameraNode()->setParentSoft(&this->cameraNode);
808        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
809        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
810        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
811
812      }
813      */
814      //break;
815
816      break;
817    case Playable::Horizontal:
818      if (State::getCameraNode != NULL)
819      {
820        this->debugNode(1);
821        this->travelNode->debugNode(1);
822
823        this->travelNode->setAbsCoor(this->getAbsCoor());
824        this->travelNode->updateNode(0.01f);
825       
826        this->setParent(this->travelNode);
827       
828        // If track exists put travelNode on trackNode of track
829        if (this->entityTrack)
830           this->travelNode->setParent(this->entityTrack->getTrackNode());
831           
832       
833       
834        this->setRelCoor(0,0,0);
835
836        State::getCameraNode()->setParentSoft(this->travelNode);
837        //State::getCameraNode()->setParentSoft(this->entityTrack->getTrackNode());
838        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
839        State::getCameraTargetNode()->setParentSoft(this->travelNode);
840        //State::getCameraTargetNode()->setParentSoft(this->entityTrack->getTrackNode());
841        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
842        this->setCameraMode(Camera::ViewTop);
843        State::getCamera()->setEventHandling(false);
844        registerEvent(KeyMapper::PEV_VIEW0);
845        registerEvent(KeyMapper::PEV_VIEW1);
846        registerEvent(KeyMapper::PEV_VIEW2);
847        registerEvent(KeyMapper::PEV_VIEW3);
848        registerEvent(KeyMapper::PEV_VIEW4);
849        registerEvent(KeyMapper::PEV_VIEW5);
850
851        State::getCamera()->setParentMode(PNODE_MOVEMENT);
852
853        this->debugNode(1);
854        this->travelNode->debugNode(1);
855      }
856      break;
857
858    default:
859      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
860  }
861}
862
863/**
864 * @brief calculate the velocity
865 * @param time the timeslice since the last frame
866*/
867
868void SpaceShip::movement (float dt)
869{
870  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
871  //the ship doesn't slide too much.
872  float airCoeff = 2.5;
873  float pi = 3.14;
874 
875
876  switch(this->getPlaymode())
877  {
878    case Playable::Horizontal:
879    {
880      // these routines will change the travel movement into zero in a short amout of time, if the player
881      // doesn't press any buttons.
882      if (this->travelVelocity.x >= 0)
883      {
884        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
885          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
886        else
887          this->travelVelocity.x = 0;
888      }
889      else
890      {
891        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
892          this->travelVelocity.x += airCoeff* this->acceleration * dt;
893        else
894          this->travelVelocity.x = 0;
895      }
896      if (this->travelVelocity.z >= 0)
897      {
898        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
899          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
900        else
901          this->travelVelocity.z = 0;
902      }
903      else
904      {
905        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
906          this->travelVelocity.z += airCoeff* this->acceleration * dt;
907        else
908          this->travelVelocity.z = 0;
909      }
910   
911      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
912      // and its continuing to slide a bit.
913      Vector oldCoor = this->getRelCoor();
914      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
915      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
916      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
917      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
918   
919      if( this->systemFailure() )
920        bForward = bBackward = bLeft = bRight = false;
921   
922      if( this->bForward )
923      {
924        if(this->getRelCoor().x < this->travelDistancePlus.x)
925        {
926          if (this->travelVelocity.x < this->travelSpeed)
927          {
928            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
929          }
930          else
931          {
932            this->travelVelocity.x = this->travelSpeed;
933          }
934        }
935        else
936        {
937          this->travelVelocity.x = 0.0f;
938        }
939      }
940   
941      if( this->bBackward )
942      {
943        if(this->getRelCoor().x > this->travelDistanceMinus.x)
944        {
945          if (this->travelVelocity.x > -this->travelSpeed)
946          {
947            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
948          }
949          else
950          {
951            this->travelVelocity.x = -this->travelSpeed;
952          }
953        }
954        else
955        {
956          this->travelVelocity.x = 0.0f;
957        }
958      }
959   
960      if( this->bLeft)
961      {
962        if(this->getRelCoor().z > this->travelDistanceMinus.y)
963        {
964          if (this->travelVelocity.z > -this->travelSpeed)
965          {
966            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
967          }
968          else
969          {
970            this->travelVelocity.z = -this->travelSpeed;
971          }
972        }
973        else
974        {
975          this->travelVelocity.z = 0.0f;
976        }
977        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
978      }
979   
980      if( this->bRight)
981      {
982        if(this->getRelCoor().z < this->travelDistancePlus.y)
983        {
984          if (this->travelVelocity.z < this->travelSpeed)
985          {
986            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
987          }
988          else
989          {
990            this->travelVelocity.z = this->travelSpeed;
991          }
992        }
993        else
994        {
995          this->travelVelocity.z = 0.0f;
996        }
997        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
998      }
999      if (!this->bRight && !this->bLeft)
1000      {
1001        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
1002      }
1003
1004    //normalisation of the vectors (vector sum must be <= travelspeed)
1005    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
1006    if (xzNorm > this->travelSpeed)
1007    {
1008      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
1009      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
1010    }
1011
1012    //this moves camera and ship along the travel path.
1013    if (!this->entityTrack)
1014       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
1015
1016    break;
1017    }
1018    case Playable::Vertical:
1019      break;
1020    default:
1021      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
1022  }
1023   //set new coordinates calculated through key- events.
1024  this->shiftCoor (this->travelVelocity * dt);
1025}
1026
1027void SpaceShip::setPlaymodeXML(const std::string& playmode)
1028{
1029  this->setPlaymode(Playable::stringToPlaymode(playmode));
1030}
1031
1032/**
1033 * @brief jumps to the next WeaponConfiguration
1034 */
1035void SpaceShip::nextWeaponConfig()
1036{
1037  PRINTF(0)("Requested next weapon config!\n");
1038  this->weaponMan.nextWeaponConfig();
1039  Playable::weaponConfigChanged();
1040}
1041
1042/**
1043 * @brief moves to the last WeaponConfiguration
1044 */
1045void SpaceShip::previousWeaponConfig()
1046{
1047  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
1048  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1049  Playable::weaponConfigChanged();
1050}
1051
1052void SpaceShip::hit( float damage, WorldEntity* killer)
1053{
1054  this->damage(killer->getDamage(),0);
1055}
1056
1057void SpaceShip::updateElectronicWidget()
1058{
1059  if (this->electronicWidget != NULL)
1060  { //if it exists already: update it
1061     this->electronicWidget->setMaximum(this->electronicMax);
1062     this->electronicWidget->setValue(this->electronicCur);
1063  }
1064  else
1065  { //create the widget
1066    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1067    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1068    //this->electronicWidget->setDisplayedName("Electronics:");
1069    //this->electronicWidget->setSize2D(100,20);
1070    //this->electronicWidget->setAbsCoor2D(150,200);
1071    this->updateElectronicWidget();
1072    if (this->hasPlayer())
1073      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1074  }
1075}
1076
1077void SpaceShip::updateShieldWidget()
1078{
1079  if (this->shieldWidget != NULL)
1080  { 
1081    this->shieldWidget->setMaximum(this->shieldMax);
1082    this->shieldWidget->setValue(this->shieldCur);;
1083  }
1084  else
1085  {
1086    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1087    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1088    //this->shieldWidget->setDisplayedName("Shield:");
1089    //his->shieldWidget->setSize2D(100,20);
1090    //this->shieldWidget->setAbsCoor2D(200,200);
1091    this->updateShieldWidget();
1092    if (this->hasPlayer())
1093      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1094  }
1095}
1096
1097void SpaceShip::setCameraDistance(float dist)
1098{
1099  State::getCamera()->setViewTopDistance(dist);
1100}
1101
1102void SpaceShip::setCameraFovy(float fovy)
1103{
1104  State::getCamera()->setViewTopFovy(fovy);
1105}
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