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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10333

Last change on this file since 10333 was 10333, checked in by nicolasc, 17 years ago

bump: black acid splash

File size: 34.8 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/acid_launcher.h"
32#include "weapons/boomerang_gun.h"
33#include "weapons/turret.h"
34#include "weapons/cannon.h"
35
36#include "elements/glgui_energywidgetvertical.h"
37#include "glgui_bar.h"
38
39#include "particles/dot_emitter.h"
40#include "particles/emitter_node.h"
41#include "particles/sprite_particles.h"
42#include "effects/trail.h"
43
44#include "effects/wobblegrid.h"
45
46#include "util/loading/factory.h"
47#include "key_mapper.h"
48
49#include "network_game_manager.h"
50#include "shared_network_data.h"
51
52#include "power_ups/weapon_power_up.h"
53#include "power_ups/param_power_up.h"
54
55#include "graphics_engine.h"
56
57#include "plane.h"
58
59#include "state.h"
60#include "player.h"
61#include "camera.h"
62
63
64#include "util/loading/load_param.h"
65#include "time.h"
66
67#include "track/track.h"
68#include "math.h"
69
70
71// #include "lib/gui/gl_gui/glgui_bar.h"
72// #include "lib/gui/gl_gui/glgui_pushbutton.h"
73
74
75#include "class_id_DEPRECATED.h"
76ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
77CREATE_FACTORY(SpaceShip);
78
79#include "script_class.h"
80CREATE_SCRIPTABLE_CLASS(SpaceShip,
81                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
82                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
83                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
84                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
85                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
86                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
87                        //Coordinates
88                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
89                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
90                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
91                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
92                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
93                       );
94
95/**
96 *  destructs the spaceship, deletes alocated memory
97 */
98SpaceShip::~SpaceShip ()
99{
100  this->setPlayer(NULL);
101}
102
103/**
104 * loads a Spaceships information from a specified file.
105 * @param fileName the name of the File to load the spaceship from (absolute path)
106 */
107SpaceShip::SpaceShip(const std::string& fileName)
108    : secWeaponMan(this) //,
109    //supportedPlaymodes(Playable::Vertical) ,
110    //playmode(Playable::Vertical)
111{
112  this->init();
113  TiXmlDocument doc(fileName);
114
115  if(!doc.LoadFile())
116  {
117    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
118    return;
119  }
120
121  this->loadParams(doc.RootElement());
122}
123
124/**
125 *  creates a new Spaceship from Xml Data
126 * @param root the xml element containing spaceship data
127
128   @todo add more parameters to load
129*/
130SpaceShip::SpaceShip(const TiXmlElement* root)
131    : secWeaponMan(this) //,
132    //supportedPlaymodes(Playable::Vertical) ,
133    //playmode(Playable::Vertical)
134{
135  this->init();
136  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
137  if (root != NULL)
138    this->loadParams(root);
139
140}
141
142
143/**
144 * initializes a Spaceship
145 */
146void SpaceShip::init()
147{
148
149  srand(time(0));   //initialize Random Nomber Generator
150
151  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
152  this->registerObject(this, SpaceShip::_objectList);
153  PRINTF(4)("SPACESHIP INIT\n");
154  this->weaponMan.setParentEntity( this);
155  //weapons:
156 
157  Weapon* wpRight1 = new LightBlaster ();
158  wpRight1->setName( "LightBlaster");
159  Weapon* wpLeft1 = new LightBlaster ();
160  wpLeft1->setName( "LightBlaster");
161
162  Weapon* wpRight2 = new MediumBlaster ();
163  wpRight2->setName( "MediumBlaster");
164  Weapon* wpLeft2 = new MediumBlaster ();
165  wpLeft2->setName( "MediumBlaster");
166
167  Weapon* wpRight3 = new HeavyBlaster (1);
168  wpRight3->setName( "HeavyBlaster");
169  Weapon* wpLeft3 = new HeavyBlaster (0);
170  wpLeft3->setName( "HeavyBlaster");
171
172  Weapon* cannon = new SwarmLauncher();
173  cannon->setName( "SwarmLauncher");
174
175  Weapon* spike = new SpikeThrower();
176  spike->setName( "SpikeThrower" );
177
178
179  Weapon* acid0 = new AcidLauncher();
180  acid0->setName( "AcidSplasher" );
181
182  Weapon* acid1 = new AcidLauncher();
183  acid1->setName( "AcidSplasher" );
184
185
186  this->weaponMan.addWeapon( wpLeft1, 0, 0);
187  this->weaponMan.addWeapon( wpRight1, 0, 1);
188
189  this->weaponMan.addWeapon( wpLeft2, 1, 2);
190  this->weaponMan.addWeapon( wpRight2, 1, 3);
191
192  this->weaponMan.addWeapon( wpLeft3, 2, 4);
193  this->weaponMan.addWeapon( wpRight3, 2, 5);
194/*
195  this->weaponMan.addWeapon( wpLeft1, 3, 0);
196  this->weaponMan.addWeapon( wpRight1, 3, 1);
197
198  this->weaponMan.addWeapon( wpLeft2, 3, 2);
199  this->weaponMan.addWeapon( wpRight2, 3, 3);
200
201  this->weaponMan.addWeapon( wpLeft3, 3, 4);
202  this->weaponMan.addWeapon( wpRight3, 3, 5);
203*/
204
205  this->weaponMan.addWeapon( acid0, 3, 0);
206  this->weaponMan.addWeapon( acid1, 3, 1);
207
208
209  this->secWeaponMan.addWeapon( cannon, 0, 2);
210  this->secWeaponMan.addWeapon( spike, 1, 3);
211//   this->secWeaponMan.addWeapon( acid0, 2, 2);
212//   this->secWeaponMan.addWeapon( acid1, 2, 3);
213
214
215  this->weaponMan.changeWeaponConfig(3);
216  this->secWeaponMan.changeWeaponConfig(1);
217
218  curWeaponPrimary    = 0;
219  curWeaponSecondary  = 1;
220
221  Playable::weaponConfigChanged();
222
223  reactorOutput     = 10;
224
225  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
226  engineSpeedBase   = 5;
227  shieldRegen       = 2;
228
229  shieldEnergyShare = 0.3;
230  weaponEnergyShare = 0.3;
231  engineEnergyShare = 0.4;
232
233  shieldCur         = 20;
234  shieldMax         = 100;
235  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
236
237  this->setHealth( 20);
238  this->setHealthMax( 100);
239
240  electronicCur = 50;
241  electronicMax = 50;
242  electronicRegen   = 3;
243  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
244
245
246  this->loadModel("models/ships/mantawing.obj");
247  //this->setVisibiliy(false);
248
249  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
250
251  this->setHealthMax(shieldMax);
252  this->setHealth(shieldCur);
253
254  this->travelNode = new PNode();
255
256  // camera - issue
257  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
258  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
259
260  // widget handling
261  /*
262  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
263  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
264  this->electronicWidget->setSize2D(30,400);
265  this->electronicWidget->setAbsCoor2D(150,200);
266  this->electronicWidget->shiftDir2D(270);
267  this->updateElectronicWidget();
268  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
269  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
270  this->shieldWidget->setSize2D(30,400);
271  this->shieldWidget->setAbsCoor2D(200,200);
272  this->shieldWidget->shiftDir2D(270);
273  this->updateShieldWidget();
274  if (this->hasPlayer())
275  {
276    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
277    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
278  }
279  */
280  this->electronicWidget = NULL;
281  this->shieldWidget = NULL;
282
283  //add events to the eventlist
284  registerEvent(KeyMapper::PEV_FORWARD);
285  registerEvent(KeyMapper::PEV_BACKWARD);
286  registerEvent(KeyMapper::PEV_LEFT);
287  registerEvent(KeyMapper::PEV_RIGHT);
288  //registerEvent(SDLK_q);
289  //registerEvent(SDLK_e);
290  registerEvent(KeyMapper::PEV_FIRE1);
291  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
292  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
293  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
294  //registerEvent(SDLK_PAGEUP);
295  //registerEvent(SDLK_PAGEDOWN);
296  registerEvent(EV_MOUSE_MOTION);
297
298  this->weaponMan.setParentEntity( this);
299  this->secWeaponMan.setParentEntity( this);
300
301  this->weaponMan.setSlotCount(8);
302
303  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
304  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
305
306  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
307  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
308
309  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
310  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
311
312  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
313  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
314
315  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
316  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
317
318  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
319  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
320
321  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
322  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
323
324  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
325  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
326
327  this->secWeaponMan.setSlotCount(6);
328
329  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
330  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
331
332  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
333  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
334
335  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
336  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
337
338  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
339  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
340
341  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
342  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
343
344  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
345  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
346
347
348  this->weaponMan.getFixedTarget()->setParent(this);
349  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
350
351 
352  this->secWeaponMan.getFixedTarget()->setParent(this);
353  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
354  this->secWeaponMan.setRotationSpeed(0);
355
356  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
357
358
359  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
360  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
361  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
362  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
363  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
364  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
365  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
366  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
367
368  //this->airFriction = 0.5f;
369  //this->travelDistancePlus = Vector2D(38.0, 43.0);
370  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
371  this->travelDistancePlus = Vector2D(50,50);
372  this->travelDistanceMinus = Vector2D(-50,-50);
373  this->isTravelDistanceInit = false;
374  this->actionWidthPercentage = 1;
375
376  this->cameraSpeed = 40;
377  this->cameraLook = 0.0f;
378  //this->airFriction = 0.0f;
379
380  srand(time(0));  //initaialize RNG
381
382  this->travelNode->debugDraw();
383
384  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
385
386  /// FIXME
387  this->trail = new Trail( 5, 10, .2, this);
388  this->trail->setTexture( "maps/engine.png");
389
390  this->trailL = new Trail( 5, 10, .2, this);
391  this->trailL->setTexture( "maps/engine.png");
392
393  this->trailR = new Trail( 5, 10, .2, this);
394  this->trailR->setTexture( "maps/engine.png");
395
396
397  this->toList(OM_GROUP_00);
398
399  //FIXME Just testaddition to show the wobblegrid
400/*
401  this->test  = new Wobblegrid(5);
402  test->setTexture("maps/blub.png");
403 
404  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
405  test->setParent( this);
406*/
407 
408}
409
410
411/**
412 * loads the Settings of a SpaceShip from an XML-element.
413 * @param root the XML-element to load the Spaceship's properties from
414 */
415void SpaceShip::loadParams(const TiXmlElement* root)
416{
417  Playable::loadParams(root);
418
419  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
420  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
421  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
422  //LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
423
424  State::getCamera()->setViewMode(Camera::ViewTop);
425}
426
427
428void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
429{
430  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
431}
432
433void SpaceShip::reset()
434{
435  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
436
437  //xMouse = yMouse = 0;
438
439  this->setHealth(80);
440  this->velocity = Vector(0.0, 0.0, 0.0);
441}
442
443
444void SpaceShip::enter()
445{
446  this->secWeaponMan.showCrosshair();
447  this->toList( OM_GROUP_01 );
448  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
449  State::getPlayer()->hud().setOverlayActive(true);
450  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
451  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
452  //this->attachCamera();
453 // this->setPlaymode(Playable::Horizontal);
454}
455
456void SpaceShip::leave()
457{
458  this->secWeaponMan.hideCrosshair();
459  this->toList( OM_GROUP_00);
460  State::getPlayer()->hud().setOverlayActive(false);
461  State::getCamera()->setEventHandling(true);
462  State::getPlayer()->hud().setRadarCenterNode(NULL);
463  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
464  //this->detachCamera();
465}
466
467
468/**
469 *  effect that occurs after the SpaceShip is spawned
470*/
471void SpaceShip::postSpawn ()
472{
473  if(this->hasPlayer())
474    Playable::postSpawn();
475
476  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
477}
478
479/**
480 *  the action occuring if the spaceship left the game
481*/
482void SpaceShip::leftWorld ()
483{
484
485}
486
487WorldEntity* ref = NULL;
488
489/**
490 *  draws the spaceship after transforming it.
491*/
492void SpaceShip::draw () const
493{
494  WorldEntity::draw();
495
496  glMatrixMode(GL_MODELVIEW);
497  glPushMatrix();
498
499  float matrix[4][4];
500  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
501  this->getAbsDir().matrix (matrix);
502  glMultMatrixf((float*)matrix);
503  //glScalef(2.0, 2.0, 2.0);  // no double rescale
504        // FIXME
505  this->trail->draw();
506 
507  glTranslatef(0,0,-.5);
508  this->trailL->draw();
509
510  glTranslatef(0,0,1);
511  this->trailR->draw();
512
513  glPopMatrix();
514  //this->debug(0);
515}
516
517/**
518 *  the function called for each passing timeSnap
519 * @param time The timespan passed since last update
520*/
521void SpaceShip::tick (float time)
522{
523  // Playable::tick(time);
524
525 // this->test->tick(time);
526
527  // Own Tick Setup, as a different fire routine is used on the weapon manager
528  this->weaponMan.tick(time);
529  this->secWeaponMan.tick(time);
530
531  if( this->systemFailure() )
532    bFire = bSecFire = false;
533
534  // fire reqeust/release for primary weapons
535  if( this->bFire)
536    this->weaponMan.fire();
537  else
538    this->weaponMan.releaseFire();
539
540  // fire reqeust/release for secondary weapons
541  if( this->bSecFire)
542    this->secWeaponMan.fire();
543  else
544    this->secWeaponMan.releaseFire();
545   
546  // Tracktick
547  if(this->entityTrack)
548    this->entityTrack->tick(time);
549
550
551  // Shield Regeneration and other regular calculations on the ship
552  this->regen(time);
553
554  // Weapon Regeneration and other regular calculations on the ship
555  this->weaponRegen(time);
556
557  // current engine speed output
558  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
559
560  // calculation of maxSpeed and acceleration:
561  this->travelSpeed = this->engineSpeedCur * 5;
562  this->acceleration = this->travelSpeed * 2;
563
564  this->movement(time);
565
566   // TRYING TO FIX PNode.
567  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
568  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
569
570 
571  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
572  this->oldPos    = this->getAbsCoor();
573
574//FIXME
575  this->trail->tick(time);
576  this->trailL->tick(time);
577  this->trailR->tick(time);
578
579  if (!this->isTravelDistanceInit)
580  {
581    this->updateTravelDistance();
582    //this->isTravelDistanceInit = true;
583  }
584
585  //orient the spaceship in direction of the mouse
586  /*
587  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
588  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
589    this->setAbsDir( rotQuat);
590  //this->setAbsDirSoft(mouseDir,5);
591  */
592  /*
593  this->shiftCoor(move);
594  */
595
596  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
597
598}
599
600/**
601 * @todo switch statement ??
602 */
603void SpaceShip::process(const Event &event)
604{
605  //Playable::process(event);
606 
607  if( event.type == KeyMapper::PEV_LEFT)
608    this->bLeft = event.bPressed;
609  else if( event.type == KeyMapper::PEV_RIGHT)
610  {
611    this->bRight = event.bPressed;
612    printf("ShipCoorX: %f \n", this->getRelCoor().x);
613  }
614  else if( event.type == KeyMapper::PEV_FORWARD)
615  {
616    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
617   
618  }
619  else if( event.type == KeyMapper::PEV_BACKWARD)
620    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
621  else if( event.type == KeyMapper::PEV_FIRE2)
622    this->bSecFire = event.bPressed;
623  else if( event.type == KeyMapper::PEV_FIRE1)
624    this->bFire = event.bPressed;
625  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
626  {
627    this->nextWeaponConfig();
628  }
629  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
630    this->previousWeaponConfig();
631
632  if (!(State::getCamera()->getEventHandling()))
633  {
634    if( event.type == KeyMapper::PEV_VIEW0)
635    {
636      State::getCamera()->setViewMode(Camera::ViewNormal);
637      State::getCameraTargetNode()->setParent(this);
638      State::getCamera()->setParent(this);
639    }
640    else if( event.type == KeyMapper::PEV_VIEW1)
641    {
642      State::getCamera()->setViewMode(Camera::ViewBehind);
643      State::getCameraTargetNode()->setParent(this);
644      State::getCamera()->setParent(this);
645    }
646    else if( event.type == KeyMapper::PEV_VIEW2)
647    {
648      State::getCamera()->setViewMode(Camera::ViewFront);
649      State::getCameraTargetNode()->setParent(this);
650      State::getCamera()->setParent(this);
651    }
652    else if( event.type == KeyMapper::PEV_VIEW3)
653    {
654      State::getCamera()->setViewMode(Camera::ViewLeft);
655      State::getCameraTargetNode()->setParent(this);
656      State::getCamera()->setParent(this);
657    }
658    else if( event.type == KeyMapper::PEV_VIEW4)
659    {
660      State::getCamera()->setViewMode(Camera::ViewRight);
661      State::getCameraTargetNode()->setParent(this);
662      State::getCamera()->setParent(this);
663    }
664    else if( event.type == KeyMapper::PEV_VIEW5)
665    {
666      State::getCamera()->setViewMode(Camera::ViewTop);
667      State::getCameraTargetNode()->setParent(this->travelNode);
668      State::getCamera()->setParent(this->travelNode);
669    }
670  }
671
672
673  /*
674  else if( event.type == EV_MOUSE_MOTION)
675  {
676
677    this->xMouse += event.xRel;
678    this->yMouse += event.yRel;
679  }
680  */
681}
682
683void SpaceShip::destroy( WorldEntity* killer )
684{
685  if(this->hasPlayer())
686    Playable::destroy( killer);
687
688  PRINTF(5)("spaceship destroy\n");
689
690  EmitterNode* node  = NULL;
691  DotEmitter* emitter = NULL;
692  SpriteParticles*  explosionParticles  = NULL;
693
694  explosionParticles = new SpriteParticles(200);
695  explosionParticles->setName("SpaceShipExplosionParticles");
696  explosionParticles->setLifeSpan(.2, .3);
697  explosionParticles->setRadius(0.0, 10.0);
698  explosionParticles->setRadius(.5, 6.0);
699  explosionParticles->setRadius(1.0, 3.0);
700  explosionParticles->setColor(0.0, 1,1,1,.9);
701  explosionParticles->setColor(0.1,  1,1,0,.9);
702  explosionParticles->setColor(0.5, .8,.4,0,.5);
703  explosionParticles->setColor(1.0, .2,.2,.2,.5);
704
705 
706  emitter = new DotEmitter( 2000, 70, 360);
707  //emitter->setSpread( 0, M_2_PI);
708  emitter->setEmissionRate( 200.0);
709  //emitter->setEmissionVelocity( 200.0);
710  //emitter->setSystem( explosionParticles);
711  //emitter->setAbsCoor( this->getAbsCoor());
712
713  node  = new EmitterNode( .1f);
714  node->setupParticle( emitter, explosionParticles);
715  node->setAbsDir( this->getAbsDir());
716  node->setVelocity( this->getVelocity() * .9f);
717  node->setAbsCoor( this->getAbsCoor());
718  if( !node->start())
719    PRINTF(0)("Explosion node not correctly started!");
720/*
721  PNode* node          = new PNode();
722  node->setAbsCoor(this->getAbsCoor());
723  Explosion* explosion = new Explosion();
724  explosion->explode( node, Vector(5,5,5));
725*/
726/*
727  if( this->hasPlayer())
728  {
729        this->setAbsCoor(Vector(-10000,10000,10000));
730        this->hide();
731  }
732  else
733  {*/
734    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
735  //}
736
737}
738
739void SpaceShip::respawn( )
740{
741  Playable::respawn();
742}
743
744
745void SpaceShip::damage(float pDamage, float eDamage){
746  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
747
748  if( this->shieldActive) {
749    if( this->shieldCur > pDamage) {
750      this->shieldCur = this->shieldCur - pDamage;
751    }
752    else { // shield <= pDamage
753      this->shieldCur -=pDamage;
754      this->shieldActive = false; //shield collapses
755      pDamage += this->shieldCur;
756      if( !this->shieldActive) {
757        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
758        this->electronicCur -= eDamage;
759      }
760    }
761  }
762  else {
763    this->armorCur = this->armorCur - pDamage;
764    this->electronicCur = this->electronicCur - eDamage;
765  }
766  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
767    this->destroy(this);
768
769  updateElectronicWidget();
770  updateShieldWidget();
771
772  this->setHealth( this->armorCur);
773}
774
775
776void SpaceShip::regen(float time){
777  float tmp;
778  if (this->armorCur != this->armorMax || this->armorRegen != 0){
779    tmp = this->armorCur + this->armorRegen * time;
780    if ( tmp > electronicMax)
781      this->armorCur = this->armorMax;
782    else
783      this->armorCur = tmp;
784  }
785  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
786    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
787    if( tmp > shieldMax)
788      this->shieldCur = this->shieldMax;
789    else
790      this->shieldCur = tmp;
791    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
792
793    updateShieldWidget();
794  }
795
796  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
797
798  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
799    tmp = this->electronicCur + this->electronicRegen * time;
800    if ( tmp > electronicMax)
801      this->electronicCur = this->electronicMax;
802    else
803      this->electronicCur = tmp;
804
805    updateElectronicWidget();
806  }
807
808}
809
810
811/**
812 * Weapon regeneration
813 * does not use any reactor capacity, as it wouldn't work in a consistent way.
814 */
815void SpaceShip::weaponRegen(float time)
816{
817  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
818  Weapon* weapon;
819  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
820  {
821    weapon = this->weaponMan.getWeapon(i);
822    if( weapon != NULL && weapon->isActive())
823    {
824      weapon->increaseEnergy( energy);
825    }
826
827  }
828  // weaponMan.increaseAmmunition( weapon, energy);
829}
830
831
832void SpaceShip::enterPlaymode(Playable::Playmode playmode)
833{
834  switch(playmode)
835  {
836    case Playable::Full3D:
837      /*
838      if (State::getCameraNode != NULL)
839      {
840        Vector absCoor = this->getAbsCoor();
841        this->setParent(PNode::getNullParent());
842        this->setAbsCoor(absCoor);
843        State::getCameraNode()->setParentSoft(&this->cameraNode);
844        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
845        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
846        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
847
848      }
849      */
850      //break;
851
852      break;
853    case Playable::Horizontal:
854      if (State::getCameraNode != NULL)
855      {
856        this->debugNode(1);
857        this->travelNode->debugNode(1);
858
859        this->travelNode->setAbsCoor(this->getAbsCoor());
860        this->travelNode->updateNode(0.01f);
861
862        if (this->hasPlayer())
863          this->isTravelDistanceInit = false;
864
865        if(this->entityTrack)
866           this->travelNode->setParent(this->entityTrack->getTrackNode());
867
868        this->setParent(this->travelNode);
869        this->setRelCoor(0,0,0);
870
871        State::getCameraNode()->setParentSoft(this->travelNode);
872        //State::getCameraNode()->setParentSoft(this);
873        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
874        State::getCameraTargetNode()->setParentSoft(this->travelNode);
875        //State::getCameraTargetNode()->setParentSoft(this);
876        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
877        this->setCameraMode(Camera::ViewTop);
878        State::getCamera()->setEventHandling(false);
879        registerEvent(KeyMapper::PEV_VIEW0);
880        registerEvent(KeyMapper::PEV_VIEW1);
881        registerEvent(KeyMapper::PEV_VIEW2);
882        registerEvent(KeyMapper::PEV_VIEW3);
883        registerEvent(KeyMapper::PEV_VIEW4);
884        registerEvent(KeyMapper::PEV_VIEW5);
885
886        State::getCamera()->setParentMode(PNODE_MOVEMENT);
887
888        //this->updateTravelDistance();
889
890        this->debugNode(1);
891        this->travelNode->debugNode(1);
892      }
893      break;
894
895    default:
896      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
897  }
898}
899
900/**
901 * @brief calculate the velocity
902 * @param time the timeslice since the last frame
903*/
904
905void SpaceShip::movement (float dt)
906{
907  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
908  //the ship doesn't slide too much.
909  float airCoeff = 2.5;
910  float pi = 3.14;
911
912  switch(this->getPlaymode())
913  {
914    case Playable::Horizontal:
915    {
916      // these routines will change the travel movement into zero in a short amout of time, if the player
917      // doesn't press any buttons.
918      if (this->travelVelocity.x >= 0)
919      {
920        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
921          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
922        else
923          this->travelVelocity.x = 0;
924      }
925      else
926      {
927        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
928          this->travelVelocity.x += airCoeff* this->acceleration * dt;
929        else
930          this->travelVelocity.x = 0;
931      }
932      if (this->travelVelocity.z >= 0)
933      {
934        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
935          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
936        else
937          this->travelVelocity.z = 0;
938      }
939      else
940      {
941        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
942          this->travelVelocity.z += airCoeff* this->acceleration * dt;
943        else
944          this->travelVelocity.z = 0;
945      }
946   
947      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
948      // and its continuing to slide a bit.
949      Vector oldCoor = this->getRelCoor();
950      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
951      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
952      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
953      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
954   
955      if( this->systemFailure() )
956        bForward = bBackward = bLeft = bRight = false;
957   
958      if( this->bForward )
959      {
960        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
961        if(this->getRelCoor().x < this->travelDistancePlus.x)
962        {
963          if (this->travelVelocity.x < this->travelSpeed)
964          {
965            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
966          }
967          else
968          {
969            this->travelVelocity.x = this->travelSpeed;
970          }
971        }
972        else
973        {
974          this->travelVelocity.x = 0.0f;
975        }
976      }
977   
978      if( this->bBackward )
979      {
980        if(this->getRelCoor().x > this->travelDistanceMinus.x)
981        {
982          if (this->travelVelocity.x > -this->travelSpeed)
983          {
984            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
985          }
986          else
987          {
988            this->travelVelocity.x = -this->travelSpeed;
989          }
990        }
991        else
992        {
993          this->travelVelocity.x = 0.0f;
994        }
995      }
996   
997      if( this->bLeft)
998      {
999        if(this->getRelCoor().z > this->travelDistanceMinus.y)
1000        {
1001          if (this->travelVelocity.z > -this->travelSpeed)
1002          {
1003            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
1004          }
1005          else
1006          {
1007            this->travelVelocity.z = -this->travelSpeed;
1008          }
1009        }
1010        else
1011        {
1012          this->travelVelocity.z = 0.0f;
1013        }
1014        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
1015      }
1016   
1017      if( this->bRight)
1018      {
1019        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
1020        if(this->getRelCoor().z < this->travelDistancePlus.y)
1021        {
1022          if (this->travelVelocity.z < this->travelSpeed)
1023          {
1024            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
1025          }
1026          else
1027          {
1028            this->travelVelocity.z = this->travelSpeed;
1029          }
1030        }
1031        else
1032        {
1033          this->travelVelocity.z = 0.0f;
1034        }
1035        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
1036      }
1037      if (!this->bRight && !this->bLeft)
1038      {
1039        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
1040      }
1041
1042    //normalisation of the vectors (vector sum must be <= travelspeed)
1043    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
1044    if (xzNorm > this->travelSpeed)
1045    {
1046      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
1047      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
1048    }
1049
1050    //this moves camera and ship along the travel path.
1051    if(!this->entityTrack) 
1052       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
1053
1054    break;
1055    }
1056    case Playable::Vertical:
1057      break;
1058    default:
1059      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
1060  }
1061   //set new coordinates calculated through key- events.
1062  this->shiftCoor (this->travelVelocity * dt);
1063}
1064
1065void SpaceShip::setPlaymodeXML(const std::string& playmode)
1066{
1067  this->setPlaymode(Playable::stringToPlaymode(playmode));
1068}
1069
1070/**
1071 * @brief jumps to the next WeaponConfiguration
1072 */
1073void SpaceShip::nextWeaponConfig()
1074{
1075  PRINTF(0)("Requested next weapon config!\n");
1076  this->weaponMan.nextWeaponConfig();
1077  Playable::weaponConfigChanged();
1078}
1079
1080/**
1081 * @brief moves to the last WeaponConfiguration
1082 */
1083void SpaceShip::previousWeaponConfig()
1084{
1085  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
1086  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1087  Playable::weaponConfigChanged();
1088}
1089
1090void SpaceShip::hit( float damage, WorldEntity* killer)
1091{
1092  this->damage(killer->getDamage(),0);
1093}
1094
1095void SpaceShip::updateElectronicWidget()
1096{
1097  if (this->electronicWidget != NULL)
1098  { //if it exists already: update it
1099     this->electronicWidget->setMaximum(this->electronicMax);
1100     this->electronicWidget->setValue(this->electronicCur);
1101  }
1102  else
1103  { //create the widget
1104    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1105    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1106    //this->electronicWidget->setDisplayedName("Electronics:");
1107    //this->electronicWidget->setSize2D(100,20);
1108    //this->electronicWidget->setAbsCoor2D(150,200);
1109    this->updateElectronicWidget();
1110    if (this->hasPlayer())
1111      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1112  }
1113}
1114
1115void SpaceShip::updateShieldWidget()
1116{
1117  if (this->shieldWidget != NULL)
1118  { 
1119    this->shieldWidget->setMaximum(this->shieldMax);
1120    this->shieldWidget->setValue(this->shieldCur);;
1121  }
1122  else
1123  {
1124    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1125    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1126    //this->shieldWidget->setDisplayedName("Shield:");
1127    //his->shieldWidget->setSize2D(100,20);
1128    //this->shieldWidget->setAbsCoor2D(200,200);
1129    this->updateShieldWidget();
1130    if (this->hasPlayer())
1131      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1132  }
1133}
1134
1135void SpaceShip::setCameraDistance(float dist)
1136{
1137  State::getCamera()->setViewTopDistance(dist);
1138}
1139
1140void SpaceShip::setCameraFovy(float fovy)
1141{
1142  State::getCamera()->setViewTopFovy(fovy);
1143}
1144
1145void SpaceShip::updateTravelDistance()
1146{
1147  float x = 1.25 * this->actionWidthPercentage * fabsf(State::getCamera()->getAbsCoor().y) * tan(State::getCamera()->getFovy()*M_PI /360.0);
1148  float y = x / State::getCamera()->getAspectRatio() / this->actionWidthPercentage;
1149  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1150
1151
1152  //State::getCamera()->getAbsCoor().print();
1153  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1154
1155  //printf("x: %f, y: %f \n", x, y);
1156  this->travelDistancePlus = Vector2D(y, x);
1157  this->travelDistanceMinus = Vector2D(-y, -x);
1158
1159  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1160  PRINTF(0)("TravelDistance has been updated\n");
1161  this->isTravelDistanceInit = true;
1162}
1163
1164void SpaceShip::setActionWidthPercentage(int i) 
1165{
1166  if (i>100) i=100;
1167  if (i<0) i=0;
1168  this->actionWidthPercentage = i/100.0;
1169  //State::getPlayer()->hud().setOverlayPercentage(100-i);
1170  //updateTravelDistance();
1171  if (this->hasPlayer())
1172    this->isTravelDistanceInit = false;
1173};
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