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source: orxonox.OLD/branches/presentation/src/world_entities/space_ships/space_ship.cc @ 10772

Last change on this file since 10772 was 10772, checked in by nicolasc, 17 years ago

some minor cleanup

File size: 34.4 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 "world_entities/weapons/weapon_manager.h"
25
26#include "weapons/light_blaster.h"
27#include "weapons/medium_blaster.h"
28#include "weapons/heavy_blaster.h"
29#include "weapons/rf_cannon.h"
30#include "weapons/nadion_laser.h"
31#include "weapons/disruptor.h"
32#include "weapons/swarm_launcher.h"
33#include "weapons/spike_thrower.h"
34#include "weapons/acid_launcher.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 "items/power_ups/weapon_power_up.h"
53#include "items/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 "tools/camera.h"
62#include "tools/cameraman.h"
63
64#include "tools/mount_point.h"
65#include "weapons/weapon_slot.h"
66
67#include "util/loading/load_param.h"
68#include "time.h"
69
70#include "track/track.h"
71#include "track/action_box.h"
72
73#include "event_handler.h"
74
75#include "story_entity.h"
76
77
78#include "weapons/aiming_system.h"
79
80ObjectListDefinition(SpaceShip);
81CREATE_FACTORY(SpaceShip);
82
83#include "script_class.h"
84CREATE_SCRIPTABLE_CLASS(SpaceShip,
85                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
86                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
87                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
88                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
89                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
90                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
91                        //Coordinates
92                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
93                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
94                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
95                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
96                        //->addMethod("setCameraSpeed", Executor1<SpVector(1,0,0)aceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
97                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
98                        ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance))
99                       );
100
101/**
102 *  destructs the spaceship, deletes alocated memory
103 */
104SpaceShip::~SpaceShip ()
105{
106  this->setPlayer(NULL);
107}
108
109/**
110 * loads a Spaceships information from a specified file.
111 * @param fileName the name of the File to load the spaceship from (absolute path)
112 */
113SpaceShip::SpaceShip(const std::string& fileName)
114    : secWeaponMan(this) //,
115    //supportedPlaymodes(Playable::Vertical) ,
116    //playmode(Playable::Vertical)
117{
118  this->init();
119  TiXmlDocument doc(fileName);
120
121  if(!doc.LoadFile())
122  {
123    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
124    return;
125  }
126
127  this->loadParams(doc.RootElement());
128}
129
130/**
131 *  creates a new Spaceship from Xml Data
132 * @param root the xml element containing spaceship data
133
134   @todo add more parameters to load
135*/
136SpaceShip::SpaceShip(const TiXmlElement* root)
137    : secWeaponMan(this) //,
138    //supportedPlaymodes(Playable::Vertical) ,
139    //playmode(Playable::Vertical)
140{
141  this->init();
142  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
143  if (root != NULL)
144    this->loadParams(root);
145 
146  printf("SSGROUP: %d\n", this->getOMListNumber());
147
148}
149
150
151/**
152 * initializes a Spaceship
153 */
154void SpaceShip::init()
155{
156  toList( OM_GROUP_01 );
157
158  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
159  this->registerObject(this, SpaceShip::_objectList);
160  PRINTF(4)("SPACESHIP INIT\n");
161  this->weaponMan.setParentEntity( this);
162  //weapons:
163
164  this->weaponMan.setParentEntity( this);
165  this->secWeaponMan.setParentEntity( this);
166
167  this->weaponMan.setSlotCount(8);
168  this->secWeaponMan.setSlotCount(6);
169
170//   this->weaponMan.createWeaponSlot(0, 3.270, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
171//   this->weaponMan.createWeaponSlot(1, 3.270, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
172//   this->weaponMan.createWeaponSlot(2, 4.385, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
173//   this->weaponMan.createWeaponSlot(3, 4.385, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
174//   this->weaponMan.createWeaponSlot(4, 1.635, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
175//   this->weaponMan.createWeaponSlot(5, 1.536, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
176//   this->weaponMan.createWeaponSlot(6, 1.536, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
177//   this->weaponMan.createWeaponSlot(7, 1.536, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
178
179
180  this->weaponMan.addWeaponToSlot(0, 0, "RFCannon");
181  this->weaponMan.addWeaponToSlot(0, 1, "RFCannon");
182  this->weaponMan.addWeaponToSlot(0, 2, "RFCannon");
183  this->weaponMan.addWeaponToSlot(0, 3, "RFCannon");
184  this->weaponMan.addWeaponToSlot(1, 0, "RFCannon");
185  this->weaponMan.addWeaponToSlot(1, 1, "RFCannon");
186  this->weaponMan.addWeaponToSlot(1, 2, "RFCannon");
187  this->weaponMan.addWeaponToSlot(1, 3, "RFCannon");
188
189  this->weaponMan.addWeaponToSlot(0, 4, "NadionLaser");
190  this->weaponMan.addWeaponToSlot(0, 5, "NadionLaser");
191  this->weaponMan.addWeaponToSlot(2, 4, "NadionLaser");
192  this->weaponMan.addWeaponToSlot(2, 5, "NadionLaser");
193
194  this->weaponMan.addWeaponToSlot(0, 6, "Disruptor");
195  this->weaponMan.addWeaponToSlot(0, 7, "Disruptor");
196  this->weaponMan.addWeaponToSlot(3, 6, "Disruptor");
197  this->weaponMan.addWeaponToSlot(3, 7, "Disruptor");
198
199
200  this->secWeaponMan.createWeaponSlot(0, 1.5, 3, 0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
201  this->secWeaponMan.createWeaponSlot(1, 2.6, 0, 3.0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
202  this->secWeaponMan.createWeaponSlot(2, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
203  this->secWeaponMan.createWeaponSlot(3, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
204  this->secWeaponMan.createWeaponSlot(4, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
205  this->secWeaponMan.createWeaponSlot(5, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
206
207  this->secWeaponMan.addWeaponToSlot(0, 2, "SwarmLauncher");
208
209  this->mouseSensitivity = 4;
210  this->xMouse = this->yMouse = 0;
211
212
213  this->weaponMan.changeWeaponConfig(0);
214  this->secWeaponMan.changeWeaponConfig(0);
215 
216  this->deadBox = NULL;
217
218
219  Playable::weaponConfigChanged();
220
221  this->bInit = false;
222
223  loadEnergyShare(.3,.3,.4);
224  loadShield(80, 100, .2, 2);
225  loadHealth(100, 100);
226  loadElectronic(40, 50, .7, 3.0);
227  loadReactor(10);
228  loadWeapon(10);
229  loadEngine(15);
230
231  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
232  caminit = true;
233
234  this->travelNode = new PNode();
235
236  // camera - issue
237  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
238  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
239
240
241//   this->electronicWidget = NULL;
242//   this->shieldWidget = NULL;
243
244  //add events to the eventlist
245  registerEvent(KeyMapper::PEV_FORWARD);
246  registerEvent(KeyMapper::PEV_BACKWARD);
247  registerEvent(KeyMapper::PEV_LEFT);
248  registerEvent(KeyMapper::PEV_RIGHT);
249  //registerEvent(SDLK_q);
250  //registerEvent(SDLK_e);
251  registerEvent(KeyMapper::PEV_FIRE1);
252  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
253  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
254  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
255  //registerEvent(SDLK_PAGEUP);
256  //registerEvent(SDLK_PAGEDOWN);
257  registerEvent(EV_MOUSE_MOTION);
258
259
260  this->weaponMan.getFixedTarget()->setParent(this);
261  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
262  this->weaponMan.setRotationSpeed(0);
263//   this->weaponMan.hideCrosshair();
264
265  this->secWeaponMan.getFixedTarget()->setParent(this);
266  this->secWeaponMan.getFixedTarget()->setRelCoor(50000,0,0);
267  this->secWeaponMan.setRotationSpeed(0);
268
269  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
270
271
272  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
273  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
274  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
275  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
276  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
277  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
278  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
279  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
280//   registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
281
282  //this->airFriction = 0.5f;
283  //this->travelDistancePlus = Vector2D(38.0, 43.0);
284  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
285  this->travelDistancePlus = Vector2D(50,50);
286  this->travelDistanceMinus = Vector2D(-50,-50);
287  this->isTravelDistanceInit = true;
288  this->actionWidthPercentage = 1;
289
290  this->cameraSpeed = 40;
291  this->cameraLook = 0.0f;
292  //this->airFriction = 0.0f;
293
294//   srand(time(0));  //initaialize RNG
295
296  this->travelNode->debugDraw();
297
298  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
299
300
301  //this->toList(OM_GROUP_00);
302
303
304  this->createHealthWidget();
305  this->createShieldWidget();
306  this->createElectronicWidget();
307
308  if ( this->hasPlayer() ){
309    State::getPlayer()->hud().setShieldWidget(this->getShieldWidget());
310    State::getPlayer()->hud().setEnergyWidget(this->getElectronicWidget());
311  }
312}
313
314
315/**
316 * loads the Settings of a SpaceShip from an XML-element.
317 * @param root the XML-element to load the Spaceship's properties from
318 */
319void SpaceShip::loadParams(const TiXmlElement* root)
320{
321  if(!root)
322    return;
323
324  Playable::loadParams(root);
325
326  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
327  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
328  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
329  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
330
331  State::getCamera()->setViewMode(Camera::ViewNormal);
332  State::getCameraTargetNode()->setParent(this);
333  State::getCamera()->setParent(this);
334
335  LoadParam(root, "loadReactor", this, SpaceShip, loadReactor)
336  .describe("set reactor output");
337  LoadParam(root, "loadEngine", this, SpaceShip, loadEngine)
338  .describe("set base speed");
339  LoadParam(root, "loadEnergyShare", this, SpaceShip, loadEnergyShare)
340  .describe("set energy partitioning: shield, weapons, engine (sum should be 1)");
341  LoadParam(root, "loadWeapon", this, SpaceShip, loadWeapon)
342  .describe("set weapon regeneration");
343
344  LoadParam(root, "mouseSenitivity", this, SpaceShip, setMouseSensitivity);
345
346}
347
348
349void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
350{
351  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
352}
353
354void SpaceShip::reset()
355{
356  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
357
358  this->resetHealth();
359  this->resetShield();
360  this->resetElectronic();
361  this->velocity = Vector(0.0, 0.0, 0.0);
362  this->xMouse = this->yMouse = 0;
363}
364
365
366void SpaceShip::enter()
367{
368  this->secWeaponMan.showCrosshair();
369  //this->toList( OM_GROUP_01 );
370  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
371  State::getPlayer()->hud().setOverlayActive(true);
372}
373
374void SpaceShip::leave()
375{
376  this->secWeaponMan.hideCrosshair();
377  //this->toList( OM_GROUP_00);
378  State::getPlayer()->hud().setOverlayActive(false);
379  State::getCamera()->setEventHandling(true);
380  State::getPlayer()->hud().setRadarCenterNode(NULL);
381}
382
383
384/**
385 *  effect that occurs after the SpaceShip is spawned
386*/
387void SpaceShip::postSpawn ()
388{
389  if(this->hasPlayer())
390    Playable::postSpawn();
391}
392
393/**
394 *  the action occuring if the spaceship left the game
395*/
396void SpaceShip::leftWorld ()
397{
398
399}
400
401WorldEntity* ref = NULL;
402
403/**
404 *  draws the spaceship after transforming it.
405*/
406void SpaceShip::draw () const
407{
408// if( this->entityTrack != NULL /*&& this->isDrawTrack()*/)
409 //  this->entityTrack->drawGraph();
410
411  WorldEntity::draw();
412
413}
414
415/**
416 *  the function called for each passing timeSnap
417 * @param time The timespan passed since last update
418*/
419void SpaceShip::tick (float time)
420{
421
422  if(caminit)
423  {
424  State::getCamera()->setViewMode(Camera::ViewNormal);
425  State::getCameraTargetNode()->setParent(this);
426  State::getCamera()->setParent(this);
427  caminit = false;
428  }
429 
430  if ( deadBox != NULL )
431  {
432    OrxGui::GLGuiHandler::getInstance()->tick( time );
433  }
434 // printf("SSGROUP: %d\n", this->getOMListNumber());
435
436  if( !this->bInit)
437  {
438    // now get slots from the mount points
439    std::map<int, MountPoint*>::iterator it = this->mountPointMap.begin();
440    for( ;it != this->mountPointMap.end(); it++)
441    {
442      WeaponSlot* ws = dynamic_cast<WeaponSlot*>((*it).second->getMount());
443      if( ws != NULL && ws->isA(WeaponSlot::staticClassID()))
444      {
445        int slot = ws->getWeaponSlot();
446//         int side = ws->getWeaponSide(); // HACK needed for some weapons (left/right)
447        this->getWeaponManager().setSlotPosition(slot, (*it).second->getCenter());
448        this->getWeaponManager().setSlotDirection(slot, ws->getRelDir());
449//         PRINTF(0)("setting slot %i\n", slot);
450//         (*it).second->getCenter().debug();
451      }
452    }
453  this->bInit = true;
454  }
455
456
457  // Own Tick Setup, as a different fire routine is used on the weapon manager
458  this->weaponMan.tick(time);
459  this->secWeaponMan.tick(time);
460
461  if( this->systemFailure() )
462    bFire = bSecFire = false;
463
464  // fire reqeust/release for primary weapons
465  if( this->bFire)
466    this->weaponMan.fire();
467  else
468    this->weaponMan.releaseFire();
469
470  // fire reqeust/release for secondary weapons
471  if( this->bSecFire)
472    this->secWeaponMan.fire();
473  else
474    this->secWeaponMan.releaseFire();
475
476  // Tracktick
477  if(this->entityTrack)
478    this->entityTrack->tick(time);
479
480
481  // Shield Regeneration and other regular calculations on the ship
482  this->regen(time);
483
484  // Weapon Regeneration and other regular calculations on the ship
485  this->weaponRegen(time);
486
487  // current engine speed output
488  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
489
490  // calculation of maxSpeed and acceleration:
491  this->travelSpeed = this->engineSpeedCur * 5;
492  this->acceleration = this->travelSpeed * 2;
493
494  this->movement(time);
495
496   // TRYING TO FIX PNode.
497  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
498  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
499
500
501  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
502  this->oldPos    = this->getAbsCoor();
503
504  if (!this->isTravelDistanceInit)
505  {
506    this->updateTravelDistance();
507    //this->isTravelDistanceInit = true;
508  }
509}
510
511/**
512 * @todo switch statement ??
513 */
514void SpaceShip::process(const Event &event)
515{
516//   Playable::process(event);
517
518  if( event.type == KeyMapper::PEV_LEFT)
519    this->bLeft = event.bPressed;
520  else if( event.type == KeyMapper::PEV_RIGHT)
521  {
522    this->bRight = event.bPressed;
523//     printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
524  }
525  else if( event.type == KeyMapper::PEV_FORWARD)
526  {
527    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
528
529  }
530  else if( event.type == KeyMapper::PEV_BACKWARD)
531    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
532  else if( event.type == KeyMapper::PEV_FIRE2)
533    this->bSecFire = event.bPressed;
534  else if( event.type == KeyMapper::PEV_FIRE1)
535  {
536 //   printf(" %f, %f, %f \n",this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z );
537    this->bFire = event.bPressed;
538  }
539  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
540  {
541    this->nextWeaponConfig();
542  }
543  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
544    this->previousWeaponConfig();
545  else if( event.type == EV_MOUSE_MOTION)
546  {
547//     printf("Spaceship Mouse Motion Event\n");
548//     dynamic_cast<Crosshair*>(this->weaponMan.getFixedTarget())->process(event);
549//     this->weaponMan.process(event);
550    this->xMouse += event.xRel;
551    this->yMouse += event.yRel;
552  //  printf("Mouse Coord: %f, %f\n", this->xMouse, this->yMouse);
553   
554    float maxMouseDist = 75.1;
555    #define sqr(a) ((a)*(a))
556    float mouseDist = sqrt( sqr(0.6*xMouse) + sqr(yMouse) );
557
558    if ( mouseDist > maxMouseDist )
559    {
560        xMouse /= mouseDist/maxMouseDist;
561        yMouse /= mouseDist/maxMouseDist;
562    }
563
564    this->weaponMan.getFixedTarget()->setRelCoor(100000, -100 * this->mouseSensitivity * yMouse, 100 * this->mouseSensitivity * xMouse);
565    this->secWeaponMan.getFixedTarget()->setRelCoor(50000, -50 * this->mouseSensitivity * yMouse, 50 * this->mouseSensitivity * xMouse);
566  }
567  else if (!(State::getCamera()->getEventHandling()))
568  {
569    //PRINTF(0)("\n\n\n\n\n\n\n\nSETCAMERA %x\n\n\n\n\n\n\n", State::getCamera());
570    if( event.type == KeyMapper::PEV_VIEW0)
571    {
572
573    }
574    else if( event.type == KeyMapper::PEV_VIEW1)
575    {
576      State::getCamera()->setViewMode(Camera::ViewBehind);
577      State::getCameraTargetNode()->setParent(this);
578      State::getCamera()->setParent(this);
579    }
580    else if( event.type == KeyMapper::PEV_VIEW2)
581    {
582      State::getCamera()->setViewMode(Camera::ViewFront);
583      State::getCameraTargetNode()->setParent(this);
584      State::getCamera()->setParent(this);
585    }
586    else if( event.type == KeyMapper::PEV_VIEW3)
587    {
588      State::getCamera()->setViewMode(Camera::ViewLeft);
589      State::getCameraTargetNode()->setParent(this);
590      State::getCamera()->setParent(this);
591    }
592    else if( event.type == KeyMapper::PEV_VIEW4)
593    {
594      State::getCamera()->setViewMode(Camera::ViewRight);
595      State::getCameraTargetNode()->setParent(this);
596      State::getCamera()->setParent(this);
597    }
598    else if( event.type == KeyMapper::PEV_VIEW5)
599    {
600      State::getCamera()->setViewMode(Camera::ViewTop);
601      State::getCameraTargetNode()->setParent(this->travelNode);
602      State::getCamera()->setParent(this->travelNode);
603    }
604  }
605
606}
607
608void SpaceShip::respawn( )
609{
610  Playable::respawn();
611}
612
613
614/**
615 * Weapon regeneration
616 * does not use any reactor capacity, as it wouldn't work in a consistent way.
617 */
618void SpaceShip::weaponRegen(float time)
619{
620  float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time ;
621  Weapon* weapon;
622  int weaponCount = 0;
623  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
624    weapon = this->weaponMan.getWeapon(i);
625    if( weapon != NULL && weapon->isActive()) {
626      weaponCount++;
627    }
628  }
629
630  if (weaponCount == 0)
631    return;
632  energy *= ( this->weaponMan.getSlotCount() / (float)weaponCount );
633
634  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
635    weapon = this->weaponMan.getWeapon(i);
636    if( weapon != NULL && weapon->isActive()) {
637      weapon->increaseEnergy( energy);
638    }
639  }
640  // weaponMan.increaseAmmunition( weapon, energy);
641}
642
643
644void SpaceShip::enterPlaymode(Playable::Playmode playmode){
645  switch(playmode)
646  {
647    case Playable::Full3D:
648      /*
649      if (State::getCameraNode != NULL)
650      {
651        Vector absCoor = this->getAbsCoor();
652        this->setParent(PNode::getNullParent());
653        this->setAbsCoor(absCoor);
654        State::getCameraNode()->setParentSoft(&this->cameraNode);
655        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
656        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
657        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
658
659      }
660      */
661      //break;
662
663      break;
664    case Playable::Horizontal:
665      if (State::getCameraNode != NULL)
666      {
667        this->debugNode(1);
668        this->travelNode->debugNode(1);
669
670        this->travelNode->setAbsCoor(this->getAbsCoor());
671        this->travelNode->updateNode(0.01f);
672
673        this->isTravelDistanceInit = false;
674
675        if(this->entityTrack)
676           this->travelNode->setParent(this->entityTrack->getTrackNode());
677
678        this->setParent(this->travelNode);
679        this->setRelCoor(0,0,0);
680
681        State::getCameraNode()->setParentSoft(this->travelNode);
682        //State::getCameraNode()->setParentSoft(this);
683        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
684        State::getCameraTargetNode()->setParentSoft(this->travelNode);
685        //State::getCameraTargetNode()->setParentSoft(this);
686        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
687        this->setCameraMode(Camera::ViewTop);
688        State::getCamera()->setEventHandling(false);
689        registerEvent(KeyMapper::PEV_VIEW0);
690        registerEvent(KeyMapper::PEV_VIEW1);
691        registerEvent(KeyMapper::PEV_VIEW2);
692        registerEvent(KeyMapper::PEV_VIEW3);
693        registerEvent(KeyMapper::PEV_VIEW4);
694        registerEvent(KeyMapper::PEV_VIEW5);
695
696        State::getCamera()->setParentMode(PNODE_ALL);
697
698        //this->updateTravelDistance();
699
700        this->debugNode(1);
701        this->travelNode->debugNode(1);
702      }
703      break;
704
705
706    case Playable::Vertical:
707    {
708        this->travelNode->setAbsCoor(this->getAbsCoor());
709        this->travelNode->updateNode(0.01f);
710
711        this->isTravelDistanceInit = false;
712
713        if(this->entityTrack)
714           this->travelNode->setParent(this->entityTrack->getTrackNode());
715
716        this->setParent(this->travelNode);
717        this->setRelCoor(0,0,0);
718
719        State::getCameraNode()->setParentSoft(this->travelNode);
720        //State::getCameraNode()->setParentSoft(this);
721        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
722        State::getCameraTargetNode()->setParentSoft(this->travelNode);
723        //State::getCameraTargetNode()->setParentSoft(this);
724        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
725        //this->setCameraMode(Camera::ViewNormal);
726        State::getCamera()->setEventHandling(false);
727
728        PRINTF(0)("SETCAMERA %x\n", State::getCamera());
729        State::getCamera()->setViewMode(Camera::ViewNormal);
730        State::getCameraTargetNode()->setParent(this);
731        State::getCamera()->setParent(this);
732
733
734        registerEvent(KeyMapper::PEV_VIEW0);
735        registerEvent(KeyMapper::PEV_VIEW1);
736        registerEvent(KeyMapper::PEV_VIEW2);
737        registerEvent(KeyMapper::PEV_VIEW3);
738        registerEvent(KeyMapper::PEV_VIEW4);
739        registerEvent(KeyMapper::PEV_VIEW5);
740
741        State::getCamera()->setParentMode(PNODE_ALL);
742
743      break;
744    }
745
746    default:
747      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
748  }
749}
750
751/**
752 * @brief calculate the velocity
753 * @param time the timeslice since the last frame
754*/
755
756void SpaceShip::movement (float dt)
757{
758  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
759  //the ship doesn't slide too much.
760  float airCoeff = 2.5;
761  float pi = 3.14;
762
763  switch(this->getPlaymode())
764  {
765    case Playable::Horizontal:
766    {
767      // these routines will change the travel movement into zero in a short amout of time, if the player
768      // doesn't press any buttons.
769      if (this->travelVelocity.x >= 0)
770      {
771        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
772          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
773        else
774          this->travelVelocity.x = 0;
775      }
776      else
777      {
778        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
779          this->travelVelocity.x += airCoeff* this->acceleration * dt;
780        else
781          this->travelVelocity.x = 0;
782      }
783      if (this->travelVelocity.z >= 0)
784      {
785        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
786          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
787        else
788          this->travelVelocity.z = 0;
789      }
790      else
791      {
792        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
793          this->travelVelocity.z += airCoeff* this->acceleration * dt;
794        else
795          this->travelVelocity.z = 0;
796      }
797
798      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
799      // and its continuing to slide a bit.
800      Vector oldCoor = this->getRelCoor();
801      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
802      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
803      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
804      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
805
806      if( this->systemFailure() )
807        bForward = bBackward = bLeft = bRight = false;
808
809      if( this->bForward )
810      {
811        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
812        if(this->getRelCoor().x < this->travelDistancePlus.x)
813        {
814          if (this->travelVelocity.x < this->travelSpeed)
815          {
816            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
817          }
818          else
819          {
820            this->travelVelocity.x = this->travelSpeed;
821          }
822        }
823        else
824        {
825          this->travelVelocity.x = 0.0f;
826        }
827      }
828
829      if( this->bBackward )
830      {
831        if(this->getRelCoor().x > this->travelDistanceMinus.x)
832        {
833          if (this->travelVelocity.x > -this->travelSpeed)
834          {
835            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
836          }
837          else
838          {
839            this->travelVelocity.x = -this->travelSpeed;
840          }
841        }
842        else
843        {
844          this->travelVelocity.x = 0.0f;
845        }
846      }
847
848      if( this->bLeft)
849      {
850        if(this->getRelCoor().z > this->travelDistanceMinus.y)
851        {
852          if (this->travelVelocity.z > -this->travelSpeed)
853          {
854            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
855          }
856          else
857          {
858            this->travelVelocity.z = -this->travelSpeed;
859          }
860        }
861        else
862        {
863          this->travelVelocity.z = 0.0f;
864        }
865        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
866      }
867
868      if( this->bRight)
869      {
870        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
871        if(this->getRelCoor().z < this->travelDistancePlus.y)
872        {
873          if (this->travelVelocity.z < this->travelSpeed)
874          {
875            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
876          }
877          else
878          {
879            this->travelVelocity.z = this->travelSpeed;
880          }
881        }
882        else
883        {
884          this->travelVelocity.z = 0.0f;
885        }
886        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
887      }
888      if (!this->bRight && !this->bLeft)
889      {
890        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
891      }
892
893    //normalisation of the vectors (vector sum must be <= travelspeed)
894    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
895    if (xzNorm > this->travelSpeed)
896    {
897      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
898      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
899    }
900
901    //this moves camera and ship along the travel path.
902    if(!this->entityTrack)
903       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
904
905    break;
906    }
907    case Playable::Vertical:
908    {
909      if ( !entityTrack || !entityTrack->getActionBox() )
910      {
911        break;
912      }
913      ActionBox * box = entityTrack->getActionBox();
914
915      this->travelVelocity = Vector(0, 0, 0);
916      float ssss = 50;
917      if ( this->bForward )
918      {
919        this->travelVelocity += Vector( 0, ssss, 0 );
920      }
921      if ( this->bBackward )
922      {
923        this->travelVelocity += Vector( 0, -ssss, 0 );
924      }
925      if ( this->bLeft )
926      {
927        this->travelVelocity += Vector( 0, 0, -ssss );
928      }
929      if ( this->bRight )
930      {
931        this->travelVelocity += Vector( 0, 0, ssss );
932      }
933
934      Vector ds = this->travelVelocity*dt;
935      Vector newPos = this->getRelCoor() + ds;
936      if ( newPos.y < -(box->getHeight_2()) || newPos.y > box->getHeight_2() )
937      {
938        this->travelVelocity.y = 0;
939      }
940      if ( newPos.z > box->getWidth_2() || newPos.z < -(box->getWidth_2()) )
941      {
942        this->travelVelocity.z = 0;
943      }
944    }
945      break;
946    default:
947      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
948  }
949   //set new coordinates calculated through key- events.
950  this->shiftCoor (this->travelVelocity * dt);
951}
952
953void SpaceShip::setPlaymodeXML(const std::string& playmode)
954{
955  this->setPlaymode(Playable::stringToPlaymode(playmode));
956}
957
958/**
959 * @brief jumps to the next WeaponConfiguration
960 */
961void SpaceShip::nextWeaponConfig()
962{
963  PRINTF(0)("Requested next weapon config!\n");
964  this->weaponMan.nextWeaponConfig();
965  Playable::weaponConfigChanged();
966}
967
968/**
969 * @brief moves to the last WeaponConfiguration
970 */
971void SpaceShip::previousWeaponConfig()
972{
973  /*
974  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
975  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
976  */
977  this->weaponMan.previousWeaponConfig();
978  Playable::weaponConfigChanged();
979}
980
981// void SpaceShip::updateElectronicWidget()
982// {
983//   if (this->electronicWidget != NULL)
984//   { //if it exists already: update it
985//      this->electronicWidget->setMaximum(this->electronicMax);
986//      this->electronicWidget->setValue(this->electronicCur);
987//   }
988//   else
989//   { //create the widget
990//     this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
991//     this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
992//     //this->electronicWidget->setDisplayedName("Electronics:");
993//     //this->electronicWidget->setSize2D(100,20);
994//     //this->electronicWidget->setAbsCoor2D(150,200);
995//     this->updateElectronicWidget();
996//     if (this->hasPlayer())
997//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
998//   }
999// }
1000//
1001// void SpaceShip::updateShieldWidget()
1002// {
1003//   if (this->shieldWidget != NULL)
1004//   {
1005//     this->shieldWidget->setMaximum(this->shieldMax);
1006//     this->shieldWidget->setValue(this->shieldCur);;
1007//   }
1008//   else
1009//   {
1010//     this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1011//     this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1012//     //this->shieldWidget->setDisplayedName("Shield:");
1013//     //his->shieldWidget->setSize2D(100,20);
1014//     //this->shieldWidget->setAbsCoor2D(200,200);
1015//     this->updateShieldWidget();
1016//     if (this->hasPlayer())
1017//       State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1018//   }
1019// }
1020
1021
1022void SpaceShip::setCameraDistance(float dist)
1023{
1024  Camera* c = State::getCamera();
1025  c->setViewTopDistance(dist);
1026
1027  if (this->hasPlayer())
1028    this->isTravelDistanceInit = false;
1029}
1030
1031void SpaceShip::setCameraFovy(float fovy)
1032{
1033
1034  Camera* c = State::getCamera();
1035  c->setViewTopFovy(fovy);
1036
1037  if (this->hasPlayer())
1038    this->isTravelDistanceInit = false;
1039}
1040
1041void SpaceShip::updateTravelDistance()
1042{
1043
1044  Camera* c = State::getCamera();
1045
1046  float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0);
1047  float y = x / c->getAspectRatio() / this->actionWidthPercentage;
1048  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1049
1050
1051  //State::getCamera()->getAbsCoor().print();
1052  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1053
1054  //printf("x: %f, y: %f \n", x, y);
1055  this->travelDistancePlus = Vector2D(y, x);
1056  this->travelDistanceMinus = Vector2D(-y, -x);
1057
1058  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1059//   PRINTF(0)("TravelDistance has been updated\n");
1060  this->isTravelDistanceInit = true;
1061}
1062
1063void SpaceShip::setActionWidthPercentage(int i)
1064{
1065  if (i>100) i=100;
1066  if (i<0) i=0;
1067  this->actionWidthPercentage = i/100.0;
1068
1069  if (this->hasPlayer())
1070    this->isTravelDistanceInit = false;
1071};
1072
1073void SpaceShip::hit( float damage, WorldEntity * killer )
1074{
1075  PRINTF(4)("SS HIT: %f, %f \n", this->getHealth(), this->getShield());
1076  Playable::hit( damage, killer );
1077  PRINTF(4)("SS HIT: %f, %f \n", this->getHealth(), this->getShield());
1078}
1079
1080void SpaceShip::destroy( WorldEntity * killer )
1081{
1082  Playable::destroy( killer );
1083  this->showDeadScreen();
1084  myList = this->getOMListNumber();
1085  toList( OM_DEAD );
1086}
1087
1088void SpaceShip::onButtonContinue( )
1089{
1090  OrxGui::GLGuiHandler::getInstance()->deactivateCursor( true );
1091  EventHandler::getInstance()->popState();
1092  WorldEntity::reset();
1093  toList( myList );
1094  deadBox->hideAll();
1095}
1096
1097void SpaceShip::onButtonExit( )
1098{
1099  State::getCurrentStoryEntity()->setNextStoryID( 0 );
1100  State::getCurrentStoryEntity()->stop();
1101}
1102
1103void SpaceShip::showDeadScreen( )
1104{
1105  EventHandler::getInstance()->pushState( ES_MENU );
1106
1107  OrxGui::GLGuiHandler::getInstance()->activateCursor();
1108 
1109  if ( deadBox )
1110    delete deadBox;
1111  deadBox = new OrxGui::GLGuiBox();
1112  deadBox->setAbsCoor2D( 100, 100 );
1113
1114  OrxGui::GLGuiText* text = new OrxGui::GLGuiText();
1115  text->setText( "Game Over! - You died!" );
1116  OrxGui::GLGuiPushButton* exitButton = new OrxGui::GLGuiPushButton( "exit" );
1117  exitButton->released.connect(this, &SpaceShip::onButtonExit);
1118  OrxGui::GLGuiPushButton* continueButton = new OrxGui::GLGuiPushButton( "continue" );
1119  continueButton->released.connect(this, &SpaceShip::onButtonContinue);
1120
1121  deadBox->pack( text );
1122  deadBox->pack( continueButton );
1123  deadBox->pack( exitButton );
1124
1125  deadBox->showAll();
1126}
1127
1128
1129
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