[7346] | 1 | /*! |
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| 2 | * @file space_ship.h |
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| 3 | * Implements the Control of a Spaceship |
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[9958] | 4 | * Space Ships are the core class for all types of ships in Orxonox |
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[10073] | 5 | * By default is on OM_GROUP_00 |
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| 6 | * If player boards the ship, it is moved to OM_GROUP_01 |
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[7346] | 7 | */ |
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| 8 | |
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| 9 | #ifndef _SPACE_SHIP_H |
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| 10 | #define _SPACE_SHIP_H |
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| 11 | |
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| 12 | #include "playable.h" |
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| 13 | #include "extendable.h" |
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| 14 | |
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| 15 | // Forward Declaration |
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| 16 | template<class T> class tList; |
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| 17 | class Vector; |
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| 18 | class Event; |
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| 19 | class ParticleEmitter; |
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| 20 | class ParticleSystem; |
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[10081] | 21 | class Trail; |
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[7346] | 22 | |
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| 23 | class SpaceShip : public Playable |
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| 24 | { |
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[9869] | 25 | ObjectListDeclaration(SpaceShip); |
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[7346] | 26 | |
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| 27 | public: |
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| 28 | SpaceShip(const std::string& fileName); |
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| 29 | SpaceShip(const TiXmlElement* root = NULL); |
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| 30 | virtual ~SpaceShip(); |
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| 31 | |
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| 32 | virtual void loadParams(const TiXmlElement* root); |
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| 33 | |
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| 34 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f); |
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[10019] | 35 | /* |
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[9971] | 36 | void setTravelHeight(float travelHeight); |
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| 37 | void setTravelDistance(const Vector2D& distance); |
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| 38 | void setTravelDistance(float x, float y); |
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[10019] | 39 | */ |
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[7346] | 40 | |
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[10017] | 41 | //void setAirFriction(float friction) { this->airFriction = friction; }; |
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[9971] | 42 | |
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[7346] | 43 | virtual void enter(); |
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| 44 | virtual void leave(); |
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| 45 | |
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| 46 | virtual void reset(); |
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| 47 | |
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| 48 | virtual void postSpawn(); |
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| 49 | virtual void leftWorld(); |
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[9869] | 50 | |
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[9235] | 51 | virtual void destroy(WorldEntity* killer); |
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[9008] | 52 | virtual void respawn(); |
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[7346] | 53 | |
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[10095] | 54 | inline Vector getVelocity() { return this->velocity; }; |
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| 55 | |
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[7346] | 56 | virtual void collidesWith(WorldEntity* entity, const Vector& location); |
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| 57 | virtual void tick(float time); |
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| 58 | virtual void draw() const; |
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| 59 | |
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| 60 | virtual void process(const Event &event); |
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| 61 | |
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[10030] | 62 | inline WeaponManager& getWeaponManagerSecondary() { return this->secWeaponMan; }; |
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[9965] | 63 | |
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[9950] | 64 | //Functions for GUI |
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[9957] | 65 | inline float getShieldCur() { return this->shieldCur; }; //!< returns current shield value |
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| 66 | inline float getShieldMax() { return this->shieldMax; }; //!< returns maximum shield value |
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[9950] | 67 | |
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[9957] | 68 | inline float getArmorCur() { return this->armorCur; }; //!< returns current armor value |
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| 69 | inline float getArmorMax() { return this->armorMax; }; //!< returns current armor value |
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[9950] | 70 | |
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[9957] | 71 | inline float getElectronicCur() { return this->electronicCur; }; //!< returns current electronic value |
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| 72 | inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value |
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[9950] | 73 | |
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| 74 | //damage handler |
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[9957] | 75 | virtual void damage(float pDamage, float eDamage); //!< pDamage physical damage, eDamage electronic damage |
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[9950] | 76 | |
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[9971] | 77 | virtual void enterPlaymode(Playable::Playmode playmode); |
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[10032] | 78 | void setPlaymodeXML(const std::string& playmode); |
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[9971] | 79 | virtual void movement (float dt); |
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| 80 | |
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[10113] | 81 | void nextWeaponConfig(); |
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| 82 | void previousWeaponConfig(); |
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| 83 | |
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[10117] | 84 | virtual void hit(float damage, WorldEntity* killer); |
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[10113] | 85 | |
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[7346] | 86 | private: |
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| 87 | void init(); |
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| 88 | |
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[10032] | 89 | //void calculateVelocity(float time); |
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[7346] | 90 | |
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[9957] | 91 | void regen(float time); //!< handler for shield and electronic regeneration |
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[9943] | 92 | |
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[9965] | 93 | void weaponRegen(float time); //!< weapon energy regeneration |
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| 94 | |
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[10022] | 95 | inline bool systemFailure() { return (this->electronicCur < float(rand())/float(RAND_MAX) * this->electronicTH); }; |
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[10020] | 96 | |
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[9965] | 97 | //WeaponManager weaponMan; //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping |
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[9961] | 98 | WeaponManager secWeaponMan; //!< the secondary weapon manager: managing a list of special weapons to weapon-slot mapping |
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| 99 | short supportedPlaymodes; //!< What Playmodes are Supported in this Playable. |
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| 100 | Playable::Playmode playmode; //!< The current playmode. |
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| 101 | |
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[9950] | 102 | //ship atributes |
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[9957] | 103 | float shieldCur; //!< current shield |
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| 104 | float shieldMax; //!< maximum shield |
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[9950] | 105 | float shieldEnergyShare; //!< percentage of reactor output |
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[9970] | 106 | float shieldRegen; //!< shield regeneration rate per second |
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[9957] | 107 | float shieldTH; //!< shield threshhold for reactivation |
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[9950] | 108 | bool shieldActive; //!< wheather the shield is working |
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[9943] | 109 | |
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[9957] | 110 | float armorCur; //!< current armor |
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| 111 | float armorMax; //!< maximum armor |
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[9963] | 112 | float armorRegen; //!< armor regeneration per tick (usable on bioships?) |
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[9943] | 113 | |
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[9957] | 114 | float electronicCur; //!< current electronic |
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| 115 | float electronicMax; //!< maximum electronic |
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| 116 | float electronicRegen; //!< electronic regenration rate per tick |
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[10020] | 117 | float electronicTH; //!< Threshhold for electronic failure |
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[9943] | 118 | |
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[9970] | 119 | float engineSpeedCur; //!< speed output for movement = speed base + energy share part |
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| 120 | float engineSpeedBase; //!< speed base |
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[9950] | 121 | int enginePowerConsume; //!< energy needed |
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| 122 | float engineEnergyShare; //!< percentage of reactor output |
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[9943] | 123 | |
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[9950] | 124 | int weaponEnergySlot; //!< number of energy weapon slots |
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| 125 | int weaponEnergyUsed; |
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| 126 | float weaponEnergyShare; |
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[9965] | 127 | float weaponEnergyRegen; |
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[9950] | 128 | int weaponSpecialSlot; //!< number of special weapon slots |
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| 129 | int weaponSpecialUsed; |
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[9943] | 130 | |
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[9965] | 131 | float reactorOutput; //!< reactor output |
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| 132 | float reactorCapacity; //!< reactor capacity |
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[9943] | 133 | |
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[9961] | 134 | int curWeaponPrimary; //!< current primary weapon config |
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| 135 | int curWeaponSecondary; //!< current secondary weapon config |
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[9958] | 136 | |
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[10017] | 137 | bool bForward; //!< up button pressed. |
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| 138 | bool bBackward; //!< down button pressed. |
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[7346] | 139 | bool bLeft; //!< left button pressed. |
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| 140 | bool bRight; //!< right button pressed. |
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| 141 | bool bAscend; //!< ascend button pressed. |
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| 142 | bool bDescend; //!< descend button presses. |
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| 143 | bool bRollL; //!< rolling button pressed (left) |
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| 144 | bool bRollR; //!< rolling button pressed (right) |
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[10023] | 145 | bool bSecFire; //!< second fire button pressed |
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[7346] | 146 | |
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[10017] | 147 | /* |
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[7346] | 148 | float xMouse; //!< mouse moved in x-Direction |
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| 149 | float yMouse; //!< mouse moved in y-Direction |
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| 150 | float mouseSensitivity; //!< the mouse sensitivity |
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| 151 | int yInvert; |
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| 152 | int controlVelocityX; |
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| 153 | int controlVelocityY; |
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[10017] | 154 | */ |
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[7346] | 155 | |
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[10043] | 156 | Vector velocity; //!< the velocity of the player. |
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[10078] | 157 | Vector oldPos; |
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[10017] | 158 | |
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[9971] | 159 | // 2D-traveling |
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| 160 | PNode* travelNode; |
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| 161 | float travelSpeed; //!< the current speed of the Ship (to make soft movement) |
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[10098] | 162 | Vector travelVelocity; //!< object internal velocity vector for relative movement to the track node |
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[10019] | 163 | Vector2D travelDistancePlus; //!< Travel-Distance away from the TravelNode |
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| 164 | Vector2D travelDistanceMinus; |
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[9971] | 165 | |
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| 166 | // Camera |
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| 167 | PNode cameraNode; |
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| 168 | float cameraLook; |
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| 169 | float rotation; |
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[10017] | 170 | float cameraSpeed; |
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[9971] | 171 | |
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[10017] | 172 | /* |
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[7346] | 173 | Quaternion mouseDir; //!< the direction where the player wants to fly |
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| 174 | Quaternion oldMouseDir; //!< the direction where the player wanted to fly |
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| 175 | float shipInertia; //!< the inertia of the ship(how fast the ship reacts to a mouse input) |
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| 176 | Quaternion rotQuat; |
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| 177 | Quaternion pitchDir; |
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[9971] | 178 | float dogdeSpeed; //!< the dogde Speed of the ship. |
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[10017] | 179 | */ |
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[7346] | 180 | |
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[10032] | 181 | //Quaternion direction; //!< the direction of the ship. |
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[9971] | 182 | float acceleration; //!< the acceleration of the ship. |
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[10017] | 183 | //float airFriction; //!< AirFriction. |
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| 184 | //float airViscosity; |
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[7346] | 185 | |
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| 186 | byte oldMask; //!< used for synchronisation |
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| 187 | |
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[10081] | 188 | Trail* trail; //!< Burst trail |
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| 189 | Trail* trailL; //!< Burst trail |
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| 190 | Trail* trailR; //!< Burst trail |
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| 191 | |
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[7346] | 192 | }; |
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| 193 | |
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| 194 | #endif /* _SPACE_SHIPS_H */ |
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