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source: orxonox.OLD/branches/presentation/src/world_entities/space_ships/space_ship.cc @ 10767

Last change on this file since 10767 was 10767, checked in by snellen, 17 years ago

removed trackdraw, actionbox, draw ,position output in spaceship

File size: 34.5 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
22#include "util/loading/resource_manager.h"
23
24#include "world_entities/weapons/weapon_manager.h"
25
26#include "weapons/test_gun.h"
27#include "weapons/light_blaster.h"
28#include "weapons/medium_blaster.h"
29#include "weapons/heavy_blaster.h"
30#include "weapons/rf_cannon.h"
31#include "weapons/nadion_laser.h"
32#include "weapons/disruptor.h"
33#include "weapons/swarm_launcher.h"
34#include "weapons/spike_thrower.h"
35#include "weapons/acid_launcher.h"
36#include "weapons/boomerang_gun.h"
37#include "weapons/turret.h"
38#include "weapons/cannon.h"
39
40#include "elements/glgui_energywidgetvertical.h"
41#include "glgui_bar.h"
42
43#include "particles/dot_emitter.h"
44#include "particles/emitter_node.h"
45#include "particles/sprite_particles.h"
46#include "effects/trail.h"
47
48#include "effects/wobblegrid.h"
49
50#include "util/loading/factory.h"
51#include "key_mapper.h"
52
53#include "network_game_manager.h"
54#include "shared_network_data.h"
55
56#include "items/power_ups/weapon_power_up.h"
57#include "items/power_ups/param_power_up.h"
58
59#include "graphics_engine.h"
60
61#include "plane.h"
62
63#include "state.h"
64#include "player.h"
65#include "tools/camera.h"
66#include "tools/cameraman.h"
67
68#include "tools/mount_point.h"
69#include "weapons/weapon_slot.h"
70
71#include "util/loading/load_param.h"
72#include "time.h"
73
74#include "track/track.h"
75#include "track/action_box.h"
76
77#include "event_handler.h"
78
79#include "story_entity.h"
80
81
82#include "weapons/aiming_system.h"
83
84ObjectListDefinition(SpaceShip);
85CREATE_FACTORY(SpaceShip);
86
87#include "script_class.h"
88CREATE_SCRIPTABLE_CLASS(SpaceShip,
89                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
90                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
91                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
92                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
93                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
94                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
95                        //Coordinates
96                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
97                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
98                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
99                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
100                        //->addMethod("setCameraSpeed", Executor1<SpVector(1,0,0)aceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
101                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
102                        ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance))
103                       );
104
105/**
106 *  destructs the spaceship, deletes alocated memory
107 */
108SpaceShip::~SpaceShip ()
109{
110  this->setPlayer(NULL);
111}
112
113/**
114 * loads a Spaceships information from a specified file.
115 * @param fileName the name of the File to load the spaceship from (absolute path)
116 */
117SpaceShip::SpaceShip(const std::string& fileName)
118    : secWeaponMan(this) //,
119    //supportedPlaymodes(Playable::Vertical) ,
120    //playmode(Playable::Vertical)
121{
122  this->init();
123  TiXmlDocument doc(fileName);
124
125  if(!doc.LoadFile())
126  {
127    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
128    return;
129  }
130
131  this->loadParams(doc.RootElement());
132}
133
134/**
135 *  creates a new Spaceship from Xml Data
136 * @param root the xml element containing spaceship data
137
138   @todo add more parameters to load
139*/
140SpaceShip::SpaceShip(const TiXmlElement* root)
141    : secWeaponMan(this) //,
142    //supportedPlaymodes(Playable::Vertical) ,
143    //playmode(Playable::Vertical)
144{
145  this->init();
146  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
147  if (root != NULL)
148    this->loadParams(root);
149 
150  printf("SSGROUP: %d\n", this->getOMListNumber());
151
152}
153
154
155/**
156 * initializes a Spaceship
157 */
158void SpaceShip::init()
159{
160  toList( OM_GROUP_01 );
161
162  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
163  this->registerObject(this, SpaceShip::_objectList);
164  PRINTF(4)("SPACESHIP INIT\n");
165  this->weaponMan.setParentEntity( this);
166  //weapons:
167
168  this->weaponMan.setParentEntity( this);
169  this->secWeaponMan.setParentEntity( this);
170
171  this->weaponMan.setSlotCount(8);
172  this->secWeaponMan.setSlotCount(6);
173
174//   this->weaponMan.createWeaponSlot(0, 3.270, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
175//   this->weaponMan.createWeaponSlot(1, 3.270, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
176//   this->weaponMan.createWeaponSlot(2, 4.385, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
177//   this->weaponMan.createWeaponSlot(3, 4.385, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
178//   this->weaponMan.createWeaponSlot(4, 1.635, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
179//   this->weaponMan.createWeaponSlot(5, 1.536, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
180//   this->weaponMan.createWeaponSlot(6, 1.536, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
181//   this->weaponMan.createWeaponSlot(7, 1.536, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
182
183
184  this->weaponMan.addWeaponToSlot(0, 0, "RFCannon");
185  this->weaponMan.addWeaponToSlot(0, 1, "RFCannon");
186  this->weaponMan.addWeaponToSlot(0, 2, "RFCannon");
187  this->weaponMan.addWeaponToSlot(0, 3, "RFCannon");
188  this->weaponMan.addWeaponToSlot(1, 0, "RFCannon");
189  this->weaponMan.addWeaponToSlot(1, 1, "RFCannon");
190  this->weaponMan.addWeaponToSlot(1, 2, "RFCannon");
191  this->weaponMan.addWeaponToSlot(1, 3, "RFCannon");
192
193  this->weaponMan.addWeaponToSlot(0, 4, "NadionLaser");
194  this->weaponMan.addWeaponToSlot(0, 5, "NadionLaser");
195  this->weaponMan.addWeaponToSlot(2, 4, "NadionLaser");
196  this->weaponMan.addWeaponToSlot(2, 5, "NadionLaser");
197
198  this->weaponMan.addWeaponToSlot(0, 6, "Disruptor");
199  this->weaponMan.addWeaponToSlot(0, 7, "Disruptor");
200  this->weaponMan.addWeaponToSlot(3, 6, "Disruptor");
201  this->weaponMan.addWeaponToSlot(3, 7, "Disruptor");
202
203
204  this->secWeaponMan.createWeaponSlot(0, 1.5, 3, 0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
205  this->secWeaponMan.createWeaponSlot(1, 2.6, 0, 3.0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
206  this->secWeaponMan.createWeaponSlot(2, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
207  this->secWeaponMan.createWeaponSlot(3, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
208  this->secWeaponMan.createWeaponSlot(4, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
209  this->secWeaponMan.createWeaponSlot(5, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
210
211  this->secWeaponMan.addWeaponToSlot(0, 2, "SwarmLauncher");
212
213  this->mouseSensitivity = 4;
214  this->xMouse = this->yMouse = 0;
215
216
217  this->weaponMan.changeWeaponConfig(0);
218  this->secWeaponMan.changeWeaponConfig(0);
219 
220  this->deadBox = NULL;
221
222
223  Playable::weaponConfigChanged();
224
225  this->bInit = false;
226
227  loadEnergyShare(.3,.3,.4);
228  loadShield(80, 100, .2, 2);
229  loadHealth(100, 100);
230  loadElectronic(40, 50, .7, 3.0);
231  loadReactor(10);
232  loadWeapon(10);
233  loadEngine(15);
234
235  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
236  caminit = true;
237
238  this->travelNode = new PNode();
239
240  // camera - issue
241  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
242  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
243
244
245//   this->electronicWidget = NULL;
246//   this->shieldWidget = NULL;
247
248  //add events to the eventlist
249  registerEvent(KeyMapper::PEV_FORWARD);
250  registerEvent(KeyMapper::PEV_BACKWARD);
251  registerEvent(KeyMapper::PEV_LEFT);
252  registerEvent(KeyMapper::PEV_RIGHT);
253  //registerEvent(SDLK_q);
254  //registerEvent(SDLK_e);
255  registerEvent(KeyMapper::PEV_FIRE1);
256  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
257  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
258  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
259  //registerEvent(SDLK_PAGEUP);
260  //registerEvent(SDLK_PAGEDOWN);
261  registerEvent(EV_MOUSE_MOTION);
262
263
264  this->weaponMan.getFixedTarget()->setParent(this);
265  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
266  this->weaponMan.setRotationSpeed(0);
267//   this->weaponMan.hideCrosshair();
268
269  this->secWeaponMan.getFixedTarget()->setParent(this);
270  this->secWeaponMan.getFixedTarget()->setRelCoor(50000,0,0);
271  this->secWeaponMan.setRotationSpeed(0);
272
273  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
274
275
276  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
277  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
278  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
279  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
280  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
281  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
282  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
283  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
284//   registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
285
286  //this->airFriction = 0.5f;
287  //this->travelDistancePlus = Vector2D(38.0, 43.0);
288  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
289  this->travelDistancePlus = Vector2D(50,50);
290  this->travelDistanceMinus = Vector2D(-50,-50);
291  this->isTravelDistanceInit = true;
292  this->actionWidthPercentage = 1;
293
294  this->cameraSpeed = 40;
295  this->cameraLook = 0.0f;
296  //this->airFriction = 0.0f;
297
298//   srand(time(0));  //initaialize RNG
299
300  this->travelNode->debugDraw();
301
302  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
303
304
305  //this->toList(OM_GROUP_00);
306
307
308  this->createHealthWidget();
309  this->createShieldWidget();
310  this->createElectronicWidget();
311
312  if ( this->hasPlayer() ){
313    State::getPlayer()->hud().setShieldWidget(this->getShieldWidget());
314    State::getPlayer()->hud().setEnergyWidget(this->getElectronicWidget());
315  }
316}
317
318
319/**
320 * loads the Settings of a SpaceShip from an XML-element.
321 * @param root the XML-element to load the Spaceship's properties from
322 */
323void SpaceShip::loadParams(const TiXmlElement* root)
324{
325  if(!root)
326    return;
327
328  Playable::loadParams(root);
329
330  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
331  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
332  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
333  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
334
335  State::getCamera()->setViewMode(Camera::ViewNormal);
336  State::getCameraTargetNode()->setParent(this);
337  State::getCamera()->setParent(this);
338
339  LoadParam(root, "loadReactor", this, SpaceShip, loadReactor)
340  .describe("set reactor output");
341  LoadParam(root, "loadEngine", this, SpaceShip, loadEngine)
342  .describe("set base speed");
343  LoadParam(root, "loadEnergyShare", this, SpaceShip, loadEnergyShare)
344  .describe("set energy partitioning: shield, weapons, engine (sum should be 1)");
345  LoadParam(root, "loadWeapon", this, SpaceShip, loadWeapon)
346  .describe("set weapon regeneration");
347
348  LoadParam(root, "mouseSenitivity", this, SpaceShip, setMouseSensitivity);
349
350}
351
352
353void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
354{
355  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
356}
357
358void SpaceShip::reset()
359{
360  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
361
362  this->resetHealth();
363  this->resetShield();
364  this->resetElectronic();
365  this->velocity = Vector(0.0, 0.0, 0.0);
366  this->xMouse = this->yMouse = 0;
367}
368
369
370void SpaceShip::enter()
371{
372  this->secWeaponMan.showCrosshair();
373  //this->toList( OM_GROUP_01 );
374  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
375  State::getPlayer()->hud().setOverlayActive(true);
376}
377
378void SpaceShip::leave()
379{
380  this->secWeaponMan.hideCrosshair();
381  //this->toList( OM_GROUP_00);
382  State::getPlayer()->hud().setOverlayActive(false);
383  State::getCamera()->setEventHandling(true);
384  State::getPlayer()->hud().setRadarCenterNode(NULL);
385}
386
387
388/**
389 *  effect that occurs after the SpaceShip is spawned
390*/
391void SpaceShip::postSpawn ()
392{
393  if(this->hasPlayer())
394    Playable::postSpawn();
395}
396
397/**
398 *  the action occuring if the spaceship left the game
399*/
400void SpaceShip::leftWorld ()
401{
402
403}
404
405WorldEntity* ref = NULL;
406
407/**
408 *  draws the spaceship after transforming it.
409*/
410void SpaceShip::draw () const
411{
412// if( this->entityTrack != NULL /*&& this->isDrawTrack()*/)
413 //  this->entityTrack->drawGraph();
414
415  WorldEntity::draw();
416
417}
418
419/**
420 *  the function called for each passing timeSnap
421 * @param time The timespan passed since last update
422*/
423void SpaceShip::tick (float time)
424{
425
426  if(caminit)
427  {
428  State::getCamera()->setViewMode(Camera::ViewNormal);
429  State::getCameraTargetNode()->setParent(this);
430  State::getCamera()->setParent(this);
431  caminit = false;
432  }
433 
434  if ( deadBox != NULL )
435  {
436    OrxGui::GLGuiHandler::getInstance()->tick( time );
437  }
438 // printf("SSGROUP: %d\n", this->getOMListNumber());
439
440  if( !this->bInit)
441  {
442    // now get slots from the mount points
443    std::map<int, MountPoint*>::iterator it = this->mountPointMap.begin();
444    for( ;it != this->mountPointMap.end(); it++)
445    {
446      WeaponSlot* ws = dynamic_cast<WeaponSlot*>((*it).second->getMount());
447      if( ws != NULL && ws->isA(WeaponSlot::staticClassID()))
448      {
449        int slot = ws->getWeaponSlot();
450//         int side = ws->getWeaponSide(); // HACK needed for some weapons (left/right)
451        this->getWeaponManager().setSlotPosition(slot, (*it).second->getCenter());
452        this->getWeaponManager().setSlotDirection(slot, ws->getRelDir());
453//         PRINTF(0)("setting slot %i\n", slot);
454//         (*it).second->getCenter().debug();
455      }
456    }
457  this->bInit = true;
458  }
459
460
461  // Own Tick Setup, as a different fire routine is used on the weapon manager
462  this->weaponMan.tick(time);
463  this->secWeaponMan.tick(time);
464
465  if( this->systemFailure() )
466    bFire = bSecFire = false;
467
468  // fire reqeust/release for primary weapons
469  if( this->bFire)
470    this->weaponMan.fire();
471  else
472    this->weaponMan.releaseFire();
473
474  // fire reqeust/release for secondary weapons
475  if( this->bSecFire)
476    this->secWeaponMan.fire();
477  else
478    this->secWeaponMan.releaseFire();
479
480  // Tracktick
481  if(this->entityTrack)
482    this->entityTrack->tick(time);
483
484
485  // Shield Regeneration and other regular calculations on the ship
486  this->regen(time);
487
488  // Weapon Regeneration and other regular calculations on the ship
489  this->weaponRegen(time);
490
491  // current engine speed output
492  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
493
494  // calculation of maxSpeed and acceleration:
495  this->travelSpeed = this->engineSpeedCur * 5;
496  this->acceleration = this->travelSpeed * 2;
497
498  this->movement(time);
499
500   // TRYING TO FIX PNode.
501  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
502  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
503
504
505  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
506  this->oldPos    = this->getAbsCoor();
507
508  if (!this->isTravelDistanceInit)
509  {
510    this->updateTravelDistance();
511    //this->isTravelDistanceInit = true;
512  }
513}
514
515/**
516 * @todo switch statement ??
517 */
518void SpaceShip::process(const Event &event)
519{
520//   Playable::process(event);
521
522  if( event.type == KeyMapper::PEV_LEFT)
523    this->bLeft = event.bPressed;
524  else if( event.type == KeyMapper::PEV_RIGHT)
525  {
526    this->bRight = event.bPressed;
527//     printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
528  }
529  else if( event.type == KeyMapper::PEV_FORWARD)
530  {
531    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
532
533  }
534  else if( event.type == KeyMapper::PEV_BACKWARD)
535    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
536  else if( event.type == KeyMapper::PEV_FIRE2)
537    this->bSecFire = event.bPressed;
538  else if( event.type == KeyMapper::PEV_FIRE1)
539  {
540 //   printf(" %f, %f, %f \n",this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z );
541    this->bFire = event.bPressed;
542  }
543  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
544  {
545    this->nextWeaponConfig();
546  }
547  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
548    this->previousWeaponConfig();
549  else if( event.type == EV_MOUSE_MOTION)
550  {
551//     printf("Spaceship Mouse Motion Event\n");
552//     dynamic_cast<Crosshair*>(this->weaponMan.getFixedTarget())->process(event);
553//     this->weaponMan.process(event);
554    this->xMouse += event.xRel;
555    this->yMouse += event.yRel;
556  //  printf("Mouse Coord: %f, %f\n", this->xMouse, this->yMouse);
557   
558    float maxMouseDist = 75.1;
559    #define sqr(a) ((a)*(a))
560    float mouseDist = sqrt( sqr(0.6*xMouse) + sqr(yMouse) );
561
562    if ( mouseDist > maxMouseDist )
563    {
564        xMouse /= mouseDist/maxMouseDist;
565        yMouse /= mouseDist/maxMouseDist;
566    }
567
568    this->weaponMan.getFixedTarget()->setRelCoor(100000, -100 * this->mouseSensitivity * yMouse, 100 * this->mouseSensitivity * xMouse);
569    this->secWeaponMan.getFixedTarget()->setRelCoor(50000, -50 * this->mouseSensitivity * yMouse, 50 * this->mouseSensitivity * xMouse);
570  }
571  else if (!(State::getCamera()->getEventHandling()))
572  {
573    //PRINTF(0)("\n\n\n\n\n\n\n\nSETCAMERA %x\n\n\n\n\n\n\n", State::getCamera());
574    if( event.type == KeyMapper::PEV_VIEW0)
575    {
576
577    }
578    else if( event.type == KeyMapper::PEV_VIEW1)
579    {
580      State::getCamera()->setViewMode(Camera::ViewBehind);
581      State::getCameraTargetNode()->setParent(this);
582      State::getCamera()->setParent(this);
583    }
584    else if( event.type == KeyMapper::PEV_VIEW2)
585    {
586      State::getCamera()->setViewMode(Camera::ViewFront);
587      State::getCameraTargetNode()->setParent(this);
588      State::getCamera()->setParent(this);
589    }
590    else if( event.type == KeyMapper::PEV_VIEW3)
591    {
592      State::getCamera()->setViewMode(Camera::ViewLeft);
593      State::getCameraTargetNode()->setParent(this);
594      State::getCamera()->setParent(this);
595    }
596    else if( event.type == KeyMapper::PEV_VIEW4)
597    {
598      State::getCamera()->setViewMode(Camera::ViewRight);
599      State::getCameraTargetNode()->setParent(this);
600      State::getCamera()->setParent(this);
601    }
602    else if( event.type == KeyMapper::PEV_VIEW5)
603    {
604      State::getCamera()->setViewMode(Camera::ViewTop);
605      State::getCameraTargetNode()->setParent(this->travelNode);
606      State::getCamera()->setParent(this->travelNode);
607    }
608  }
609
610}
611
612void SpaceShip::respawn( )
613{
614  Playable::respawn();
615}
616
617
618/**
619 * Weapon regeneration
620 * does not use any reactor capacity, as it wouldn't work in a consistent way.
621 */
622void SpaceShip::weaponRegen(float time)
623{
624  float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time ;
625  Weapon* weapon;
626  int weaponCount = 0;
627  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
628    weapon = this->weaponMan.getWeapon(i);
629    if( weapon != NULL && weapon->isActive()) {
630      weaponCount++;
631    }
632  }
633
634  if (weaponCount == 0)
635    return;
636  energy *= ( this->weaponMan.getSlotCount() / (float)weaponCount );
637
638  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
639    weapon = this->weaponMan.getWeapon(i);
640    if( weapon != NULL && weapon->isActive()) {
641      weapon->increaseEnergy( energy);
642    }
643  }
644  // weaponMan.increaseAmmunition( weapon, energy);
645}
646
647
648void SpaceShip::enterPlaymode(Playable::Playmode playmode){
649  switch(playmode)
650  {
651    case Playable::Full3D:
652      /*
653      if (State::getCameraNode != NULL)
654      {
655        Vector absCoor = this->getAbsCoor();
656        this->setParent(PNode::getNullParent());
657        this->setAbsCoor(absCoor);
658        State::getCameraNode()->setParentSoft(&this->cameraNode);
659        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
660        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
661        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
662
663      }
664      */
665      //break;
666
667      break;
668    case Playable::Horizontal:
669      if (State::getCameraNode != NULL)
670      {
671        this->debugNode(1);
672        this->travelNode->debugNode(1);
673
674        this->travelNode->setAbsCoor(this->getAbsCoor());
675        this->travelNode->updateNode(0.01f);
676
677        this->isTravelDistanceInit = false;
678
679        if(this->entityTrack)
680           this->travelNode->setParent(this->entityTrack->getTrackNode());
681
682        this->setParent(this->travelNode);
683        this->setRelCoor(0,0,0);
684
685        State::getCameraNode()->setParentSoft(this->travelNode);
686        //State::getCameraNode()->setParentSoft(this);
687        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
688        State::getCameraTargetNode()->setParentSoft(this->travelNode);
689        //State::getCameraTargetNode()->setParentSoft(this);
690        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
691        this->setCameraMode(Camera::ViewTop);
692        State::getCamera()->setEventHandling(false);
693        registerEvent(KeyMapper::PEV_VIEW0);
694        registerEvent(KeyMapper::PEV_VIEW1);
695        registerEvent(KeyMapper::PEV_VIEW2);
696        registerEvent(KeyMapper::PEV_VIEW3);
697        registerEvent(KeyMapper::PEV_VIEW4);
698        registerEvent(KeyMapper::PEV_VIEW5);
699
700        State::getCamera()->setParentMode(PNODE_ALL);
701
702        //this->updateTravelDistance();
703
704        this->debugNode(1);
705        this->travelNode->debugNode(1);
706      }
707      break;
708
709
710    case Playable::Vertical:
711    {
712        this->travelNode->setAbsCoor(this->getAbsCoor());
713        this->travelNode->updateNode(0.01f);
714
715        this->isTravelDistanceInit = false;
716
717        if(this->entityTrack)
718           this->travelNode->setParent(this->entityTrack->getTrackNode());
719
720        this->setParent(this->travelNode);
721        this->setRelCoor(0,0,0);
722
723        State::getCameraNode()->setParentSoft(this->travelNode);
724        //State::getCameraNode()->setParentSoft(this);
725        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
726        State::getCameraTargetNode()->setParentSoft(this->travelNode);
727        //State::getCameraTargetNode()->setParentSoft(this);
728        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
729        //this->setCameraMode(Camera::ViewNormal);
730        State::getCamera()->setEventHandling(false);
731
732        PRINTF(0)("SETCAMERA %x\n", State::getCamera());
733        State::getCamera()->setViewMode(Camera::ViewNormal);
734        State::getCameraTargetNode()->setParent(this);
735        State::getCamera()->setParent(this);
736
737
738        registerEvent(KeyMapper::PEV_VIEW0);
739        registerEvent(KeyMapper::PEV_VIEW1);
740        registerEvent(KeyMapper::PEV_VIEW2);
741        registerEvent(KeyMapper::PEV_VIEW3);
742        registerEvent(KeyMapper::PEV_VIEW4);
743        registerEvent(KeyMapper::PEV_VIEW5);
744
745        State::getCamera()->setParentMode(PNODE_ALL);
746
747      break;
748    }
749
750    default:
751      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
752  }
753}
754
755/**
756 * @brief calculate the velocity
757 * @param time the timeslice since the last frame
758*/
759
760void SpaceShip::movement (float dt)
761{
762  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
763  //the ship doesn't slide too much.
764  float airCoeff = 2.5;
765  float pi = 3.14;
766
767  switch(this->getPlaymode())
768  {
769    case Playable::Horizontal:
770    {
771      // these routines will change the travel movement into zero in a short amout of time, if the player
772      // doesn't press any buttons.
773      if (this->travelVelocity.x >= 0)
774      {
775        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
776          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
777        else
778          this->travelVelocity.x = 0;
779      }
780      else
781      {
782        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
783          this->travelVelocity.x += airCoeff* this->acceleration * dt;
784        else
785          this->travelVelocity.x = 0;
786      }
787      if (this->travelVelocity.z >= 0)
788      {
789        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
790          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
791        else
792          this->travelVelocity.z = 0;
793      }
794      else
795      {
796        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
797          this->travelVelocity.z += airCoeff* this->acceleration * dt;
798        else
799          this->travelVelocity.z = 0;
800      }
801
802      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
803      // and its continuing to slide a bit.
804      Vector oldCoor = this->getRelCoor();
805      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
806      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
807      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
808      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
809
810      if( this->systemFailure() )
811        bForward = bBackward = bLeft = bRight = false;
812
813      if( this->bForward )
814      {
815        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
816        if(this->getRelCoor().x < this->travelDistancePlus.x)
817        {
818          if (this->travelVelocity.x < this->travelSpeed)
819          {
820            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
821          }
822          else
823          {
824            this->travelVelocity.x = this->travelSpeed;
825          }
826        }
827        else
828        {
829          this->travelVelocity.x = 0.0f;
830        }
831      }
832
833      if( this->bBackward )
834      {
835        if(this->getRelCoor().x > this->travelDistanceMinus.x)
836        {
837          if (this->travelVelocity.x > -this->travelSpeed)
838          {
839            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
840          }
841          else
842          {
843            this->travelVelocity.x = -this->travelSpeed;
844          }
845        }
846        else
847        {
848          this->travelVelocity.x = 0.0f;
849        }
850      }
851
852      if( this->bLeft)
853      {
854        if(this->getRelCoor().z > this->travelDistanceMinus.y)
855        {
856          if (this->travelVelocity.z > -this->travelSpeed)
857          {
858            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
859          }
860          else
861          {
862            this->travelVelocity.z = -this->travelSpeed;
863          }
864        }
865        else
866        {
867          this->travelVelocity.z = 0.0f;
868        }
869        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
870      }
871
872      if( this->bRight)
873      {
874        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
875        if(this->getRelCoor().z < this->travelDistancePlus.y)
876        {
877          if (this->travelVelocity.z < this->travelSpeed)
878          {
879            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
880          }
881          else
882          {
883            this->travelVelocity.z = this->travelSpeed;
884          }
885        }
886        else
887        {
888          this->travelVelocity.z = 0.0f;
889        }
890        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
891      }
892      if (!this->bRight && !this->bLeft)
893      {
894        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
895      }
896
897    //normalisation of the vectors (vector sum must be <= travelspeed)
898    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
899    if (xzNorm > this->travelSpeed)
900    {
901      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
902      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
903    }
904
905    //this moves camera and ship along the travel path.
906    if(!this->entityTrack)
907       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
908
909    break;
910    }
911    case Playable::Vertical:
912    {
913      if ( !entityTrack || !entityTrack->getActionBox() )
914      {
915        break;
916      }
917      ActionBox * box = entityTrack->getActionBox();
918
919      this->travelVelocity = Vector(0, 0, 0);
920      float ssss = 50;
921      if ( this->bForward )
922      {
923        this->travelVelocity += Vector( 0, ssss, 0 );
924      }
925      if ( this->bBackward )
926      {
927        this->travelVelocity += Vector( 0, -ssss, 0 );
928      }
929      if ( this->bLeft )
930      {
931        this->travelVelocity += Vector( 0, 0, -ssss );
932      }
933      if ( this->bRight )
934      {
935        this->travelVelocity += Vector( 0, 0, ssss );
936      }
937
938      Vector ds = this->travelVelocity*dt;
939      Vector newPos = this->getRelCoor() + ds;
940      if ( newPos.y < -(box->getHeight_2()) || newPos.y > box->getHeight_2() )
941      {
942        this->travelVelocity.y = 0;
943      }
944      if ( newPos.z > box->getWidth_2() || newPos.z < -(box->getWidth_2()) )
945      {
946        this->travelVelocity.z = 0;
947      }
948    }
949      break;
950    default:
951      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
952  }
953   //set new coordinates calculated through key- events.
954  this->shiftCoor (this->travelVelocity * dt);
955}
956
957void SpaceShip::setPlaymodeXML(const std::string& playmode)
958{
959  this->setPlaymode(Playable::stringToPlaymode(playmode));
960}
961
962/**
963 * @brief jumps to the next WeaponConfiguration
964 */
965void SpaceShip::nextWeaponConfig()
966{
967  PRINTF(0)("Requested next weapon config!\n");
968  this->weaponMan.nextWeaponConfig();
969  Playable::weaponConfigChanged();
970}
971
972/**
973 * @brief moves to the last WeaponConfiguration
974 */
975void SpaceShip::previousWeaponConfig()
976{
977  /*
978  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
979  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
980  */
981  this->weaponMan.previousWeaponConfig();
982  Playable::weaponConfigChanged();
983}
984
985// void SpaceShip::updateElectronicWidget()
986// {
987//   if (this->electronicWidget != NULL)
988//   { //if it exists already: update it
989//      this->electronicWidget->setMaximum(this->electronicMax);
990//      this->electronicWidget->setValue(this->electronicCur);
991//   }
992//   else
993//   { //create the widget
994//     this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
995//     this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
996//     //this->electronicWidget->setDisplayedName("Electronics:");
997//     //this->electronicWidget->setSize2D(100,20);
998//     //this->electronicWidget->setAbsCoor2D(150,200);
999//     this->updateElectronicWidget();
1000//     if (this->hasPlayer())
1001//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1002//   }
1003// }
1004//
1005// void SpaceShip::updateShieldWidget()
1006// {
1007//   if (this->shieldWidget != NULL)
1008//   {
1009//     this->shieldWidget->setMaximum(this->shieldMax);
1010//     this->shieldWidget->setValue(this->shieldCur);;
1011//   }
1012//   else
1013//   {
1014//     this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1015//     this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1016//     //this->shieldWidget->setDisplayedName("Shield:");
1017//     //his->shieldWidget->setSize2D(100,20);
1018//     //this->shieldWidget->setAbsCoor2D(200,200);
1019//     this->updateShieldWidget();
1020//     if (this->hasPlayer())
1021//       State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1022//   }
1023// }
1024
1025
1026void SpaceShip::setCameraDistance(float dist)
1027{
1028  Camera* c = State::getCamera();
1029  c->setViewTopDistance(dist);
1030
1031  if (this->hasPlayer())
1032    this->isTravelDistanceInit = false;
1033}
1034
1035void SpaceShip::setCameraFovy(float fovy)
1036{
1037
1038  Camera* c = State::getCamera();
1039  c->setViewTopFovy(fovy);
1040
1041  if (this->hasPlayer())
1042    this->isTravelDistanceInit = false;
1043}
1044
1045void SpaceShip::updateTravelDistance()
1046{
1047
1048  Camera* c = State::getCamera();
1049
1050  float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0);
1051  float y = x / c->getAspectRatio() / this->actionWidthPercentage;
1052  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1053
1054
1055  //State::getCamera()->getAbsCoor().print();
1056  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1057
1058  //printf("x: %f, y: %f \n", x, y);
1059  this->travelDistancePlus = Vector2D(y, x);
1060  this->travelDistanceMinus = Vector2D(-y, -x);
1061
1062  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1063//   PRINTF(0)("TravelDistance has been updated\n");
1064  this->isTravelDistanceInit = true;
1065}
1066
1067void SpaceShip::setActionWidthPercentage(int i)
1068{
1069  if (i>100) i=100;
1070  if (i<0) i=0;
1071  this->actionWidthPercentage = i/100.0;
1072
1073  if (this->hasPlayer())
1074    this->isTravelDistanceInit = false;
1075};
1076
1077void SpaceShip::hit( float damage, WorldEntity * killer )
1078{
1079  PRINTF(4)("SS HIT: %f, %f \n", this->getHealth(), this->getShield());
1080  Playable::hit( damage, killer );
1081  PRINTF(4)("SS HIT: %f, %f \n", this->getHealth(), this->getShield());
1082}
1083
1084void SpaceShip::destroy( WorldEntity * killer )
1085{
1086  Playable::destroy( killer );
1087  this->showDeadScreen();
1088  myList = this->getOMListNumber();
1089  toList( OM_DEAD );
1090}
1091
1092void SpaceShip::onButtonContinue( )
1093{
1094  OrxGui::GLGuiHandler::getInstance()->deactivateCursor( true );
1095  EventHandler::getInstance()->popState();
1096  WorldEntity::reset();
1097  toList( myList );
1098  deadBox->hideAll();
1099}
1100
1101void SpaceShip::onButtonExit( )
1102{
1103  State::getCurrentStoryEntity()->setNextStoryID( 0 );
1104  State::getCurrentStoryEntity()->stop();
1105}
1106
1107void SpaceShip::showDeadScreen( )
1108{
1109  EventHandler::getInstance()->pushState( ES_MENU );
1110
1111  OrxGui::GLGuiHandler::getInstance()->activateCursor();
1112 
1113  if ( deadBox )
1114    delete deadBox;
1115  deadBox = new OrxGui::GLGuiBox();
1116  deadBox->setAbsCoor2D( 100, 100 );
1117
1118  OrxGui::GLGuiText* text = new OrxGui::GLGuiText();
1119  text->setText( "Game Over! - You died!" );
1120  OrxGui::GLGuiPushButton* exitButton = new OrxGui::GLGuiPushButton( "exit" );
1121  exitButton->released.connect(this, &SpaceShip::onButtonExit);
1122  OrxGui::GLGuiPushButton* continueButton = new OrxGui::GLGuiPushButton( "continue" );
1123  continueButton->released.connect(this, &SpaceShip::onButtonContinue);
1124
1125  deadBox->pack( text );
1126  deadBox->pack( continueButton );
1127  deadBox->pack( exitButton );
1128
1129  deadBox->showAll();
1130}
1131
1132
1133
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