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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/space_ships/space_ship.cc @ 10640

Last change on this file since 10640 was 10640, checked in by nicolasc, 17 years ago

visual version of the action box, currently in the track.{cc,h}

File size: 35.2 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 "weapons/test_gun.h"
25#include "weapons/light_blaster.h"
26#include "weapons/medium_blaster.h"
27#include "weapons/heavy_blaster.h"
28#include "weapons/swarm_launcher.h"
29#include "weapons/spike_thrower.h"
30#include "weapons/acid_launcher.h"
31#include "weapons/boomerang_gun.h"
32#include "weapons/turret.h"
33#include "weapons/cannon.h"
34
35#include "elements/glgui_energywidgetvertical.h"
36#include "glgui_bar.h"
37
38#include "particles/dot_emitter.h"
39#include "particles/emitter_node.h"
40#include "particles/sprite_particles.h"
41#include "effects/trail.h"
42
43#include "effects/wobblegrid.h"
44
45#include "util/loading/factory.h"
46#include "key_mapper.h"
47
48#include "network_game_manager.h"
49#include "shared_network_data.h"
50
51#include "items/power_ups/weapon_power_up.h"
52#include "items/power_ups/param_power_up.h"
53
54#include "graphics_engine.h"
55
56#include "plane.h"
57
58#include "state.h"
59#include "player.h"
60#include "tools/camera.h"
61#include "tools/cameraman.h"
62
63
64#include "util/loading/load_param.h"
65#include "time.h"
66
67#include "track/track.h"
68
69
70// #include "lib/gui/gl_gui/glgui_bar.h"
71// #include "lib/gui/gl_gui/glgui_pushbutton.h"
72
73
74
75ObjectListDefinition(SpaceShip);
76CREATE_FACTORY(SpaceShip);
77
78#include "script_class.h"
79CREATE_SCRIPTABLE_CLASS(SpaceShip,
80                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
81                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
82                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
83                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
84                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
85                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
86                        //Coordinates
87                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
88                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
89                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
90                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
91                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
92                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
93                        ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance))
94                       );
95
96/**
97 *  destructs the spaceship, deletes alocated memory
98 */
99SpaceShip::~SpaceShip ()
100{
101  this->setPlayer(NULL);
102}
103
104/**
105 * loads a Spaceships information from a specified file.
106 * @param fileName the name of the File to load the spaceship from (absolute path)
107 */
108SpaceShip::SpaceShip(const std::string& fileName)
109    : secWeaponMan(this) //,
110    //supportedPlaymodes(Playable::Vertical) ,
111    //playmode(Playable::Vertical)
112{
113  this->init();
114  TiXmlDocument doc(fileName);
115
116  if(!doc.LoadFile())
117  {
118    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
119    return;
120  }
121
122  this->loadParams(doc.RootElement());
123}
124
125/**
126 *  creates a new Spaceship from Xml Data
127 * @param root the xml element containing spaceship data
128
129   @todo add more parameters to load
130*/
131SpaceShip::SpaceShip(const TiXmlElement* root)
132    : secWeaponMan(this) //,
133    //supportedPlaymodes(Playable::Vertical) ,
134    //playmode(Playable::Vertical)
135{
136  this->init();
137  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
138  if (root != NULL)
139    this->loadParams(root);
140
141}
142
143
144/**
145 * initializes a Spaceship
146 */
147void SpaceShip::init()
148{
149
150  srand(time(0));   //initialize Random Nomber Generator
151
152  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
153  this->registerObject(this, SpaceShip::_objectList);
154  PRINTF(4)("SPACESHIP INIT\n");
155  this->weaponMan.setParentEntity( this);
156  //weapons:
157
158  Weapon* wpRight1 = new LightBlaster ();
159  wpRight1->setName( "LightBlaster");
160  Weapon* wpLeft1 = new LightBlaster ();
161  wpLeft1->setName( "LightBlaster");
162
163  Weapon* wpRight2 = new MediumBlaster ();
164  wpRight2->setName( "MediumBlaster");
165  Weapon* wpLeft2 = new MediumBlaster ();
166  wpLeft2->setName( "MediumBlaster");
167
168  Weapon* wpRight3 = new HeavyBlaster (1);
169  wpRight3->setName( "HeavyBlaster");
170  Weapon* wpLeft3 = new HeavyBlaster (0);
171  wpLeft3->setName( "HeavyBlaster");
172
173  Weapon* cannon = new SwarmLauncher();
174  cannon->setName( "SwarmLauncher");
175/*
176  Weapon* spike = new SpikeThrower();
177  spike->setName( "SpikeThrower" );
178
179
180  Weapon* acid0 = new AcidLauncher();
181  acid0->setName( "AcidSplasher" );
182
183  Weapon* acid1 = new AcidLauncher();
184  acid1->setName( "AcidSplasher" );*/
185
186
187  this->weaponMan.addWeapon( wpLeft1, 0, 0);
188  this->weaponMan.addWeapon( wpRight1, 0, 1);
189
190  this->weaponMan.addWeapon( wpLeft2, 1, 2);
191  this->weaponMan.addWeapon( wpRight2, 1, 3);
192
193  this->weaponMan.addWeapon( wpLeft3, 2, 4);
194  this->weaponMan.addWeapon( wpRight3, 2, 5);
195
196  this->weaponMan.addWeapon( wpLeft1, 3, 0);
197  this->weaponMan.addWeapon( wpRight1, 3, 1);
198
199  this->weaponMan.addWeapon( wpLeft2, 3, 2);
200  this->weaponMan.addWeapon( wpRight2, 3, 3);
201
202  this->weaponMan.addWeapon( wpLeft3, 3, 4);
203  this->weaponMan.addWeapon( wpRight3, 3, 5);
204
205
206//   this->weaponMan.addWeapon( acid0, 3, 0);
207//   this->weaponMan.addWeapon( acid1, 3, 1);
208
209
210  this->secWeaponMan.addWeapon( cannon, 0, 2);
211//   this->secWeaponMan.addWeapon( spike, 1, 3);
212//   this->secWeaponMan.addWeapon( acid0, 2, 2);
213//   this->secWeaponMan.addWeapon( acid1, 2, 3);
214
215
216  this->weaponMan.changeWeaponConfig(3);
217  this->secWeaponMan.changeWeaponConfig(0);
218
219
220//   curWeaponPrimary    = 3;
221//   curWeaponSecondary  = 0;
222
223  Playable::weaponConfigChanged();
224
225  reactorOutput     = 10;
226
227  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
228  engineSpeedBase   = 15;
229  shieldRegen       = 2;
230
231  shieldEnergyShare = 0.3;
232  weaponEnergyShare = 0.3;
233  engineEnergyShare = 0.4;
234
235  shieldCur         = 100;
236  shieldMax         = 100;
237  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
238
239  this->setHealth( 100);
240  this->setHealthMax( 100);
241
242  electronicCur = 50;
243  electronicMax = 50;
244  electronicRegen   = 3;
245  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
246
247
248  this->loadModel("models/spaceships/fighter_redesign9.obj");
249  //this->setVisibiliy(false);
250
251  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
252
253  this->setHealthMax(shieldMax);
254  this->setHealth(shieldCur);
255
256  this->travelNode = new PNode();
257
258  // camera - issue
259  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
260  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
261
262  // widget handling
263  /*
264  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
265  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
266  this->electronicWidget->setSize2D(30,400);
267  this->electronicWidget->setAbsCoor2D(150,200);
268  this->electronicWidget->shiftDir2D(270);
269  this->updateElectronicWidget();
270  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
271  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
272  this->shieldWidget->setSize2D(30,400);
273  this->shieldWidget->setAbsCoor2D(200,200);
274  this->shieldWidget->shiftDir2D(270);
275  this->updateShieldWidget();
276  if (this->hasPlayer())
277  {
278    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
279    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
280  }
281  */
282  this->electronicWidget = NULL;
283  this->shieldWidget = NULL;
284
285  //add events to the eventlist
286  registerEvent(KeyMapper::PEV_FORWARD);
287  registerEvent(KeyMapper::PEV_BACKWARD);
288  registerEvent(KeyMapper::PEV_LEFT);
289  registerEvent(KeyMapper::PEV_RIGHT);
290  //registerEvent(SDLK_q);
291  //registerEvent(SDLK_e);
292  registerEvent(KeyMapper::PEV_FIRE1);
293  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
294  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
295  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
296  //registerEvent(SDLK_PAGEUP);
297  //registerEvent(SDLK_PAGEDOWN);
298  registerEvent(EV_MOUSE_MOTION);
299
300  this->weaponMan.setParentEntity( this);
301  this->secWeaponMan.setParentEntity( this);
302
303  this->weaponMan.setSlotCount(8);
304
305  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
306  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
307
308  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
309  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
310
311  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
312  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
313
314  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
315  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
316
317  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
318  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
319
320  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
321  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
322
323  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
324  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
325
326  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
327  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
328
329  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
330  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
331
332  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
333  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
334
335  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
336  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
337
338  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
339  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
340
341  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
342  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
343
344  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
345  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
346
347
348  this->weaponMan.getFixedTarget()->setParent(this);
349  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
350
351
352  this->secWeaponMan.getFixedTarget()->setParent(this);
353  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
354  this->secWeaponMan.setRotationSpeed(0);
355
356  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
357
358
359  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
360  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
361  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
362  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
363  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
364  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
365  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
366  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
367
368  //this->airFriction = 0.5f;
369  //this->travelDistancePlus = Vector2D(38.0, 43.0);
370  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
371  this->travelDistancePlus = Vector2D(50,50);
372  this->travelDistanceMinus = Vector2D(-50,-50);
373  this->isTravelDistanceInit = true;
374  this->actionWidthPercentage = 1;
375
376  this->cameraSpeed = 40;
377  this->cameraLook = 0.0f;
378  //this->airFriction = 0.0f;
379
380  srand(time(0));  //initaialize RNG
381
382  this->travelNode->debugDraw();
383
384  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
385
386  /// FIXME
387//   this->trail = new Trail( 5, 10, .2, this);
388//   this->trail->setTexture( "textures/engine.png");
389//
390//   this->trailL = new Trail( 5, 10, .2, this);
391//   this->trailL->setTexture( "textures/engine.png");
392//
393//   this->trailR = new Trail( 5, 10, .2, this);
394//   this->trailR->setTexture( "textures/engine.png");
395
396
397  this->toList(OM_GROUP_00);
398
399  //FIXME Just testaddition to show the wobblegrid
400/*
401  this->test  = new Wobblegrid(5);
402  test->setTexture("textures/blub.png");
403
404  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
405  test->setParent( this);
406*/
407
408}
409
410
411/**
412 * loads the Settings of a SpaceShip from an XML-element.
413 * @param root the XML-element to load the Spaceship's properties from
414 */
415void SpaceShip::loadParams(const TiXmlElement* root)
416{
417  Playable::loadParams(root);
418
419  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
420  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
421  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
422  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
423
424  State::getCamera()->setViewMode(Camera::ViewTop);
425}
426
427
428void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
429{
430  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
431}
432
433void SpaceShip::reset()
434{
435  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
436
437  //xMouse = yMouse = 0;
438
439  this->setHealth(80);
440  this->velocity = Vector(0.0, 0.0, 0.0);
441}
442
443
444void SpaceShip::enter()
445{
446  this->secWeaponMan.showCrosshair();
447  this->toList( OM_GROUP_01 );
448  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
449  State::getPlayer()->hud().setOverlayActive(true);
450  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
451  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
452  //this->attachCamera();
453 // this->setPlaymode(Playable::Horizontal);
454}
455
456void SpaceShip::leave()
457{
458  this->secWeaponMan.hideCrosshair();
459  this->toList( OM_GROUP_00);
460  State::getPlayer()->hud().setOverlayActive(false);
461  State::getCamera()->setEventHandling(true);
462  State::getPlayer()->hud().setRadarCenterNode(NULL);
463  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
464  //this->detachCamera();
465}
466
467
468/**
469 *  effect that occurs after the SpaceShip is spawned
470*/
471void SpaceShip::postSpawn ()
472{
473  if(this->hasPlayer())
474    Playable::postSpawn();
475
476  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
477}
478
479/**
480 *  the action occuring if the spaceship left the game
481*/
482void SpaceShip::leftWorld ()
483{
484
485}
486
487WorldEntity* ref = NULL;
488
489/**
490 *  draws the spaceship after transforming it.
491*/
492void SpaceShip::draw () const
493{
494  if( this->entityTrack != NULL && this->isDrawTrack())
495    this->entityTrack->drawGraph();
496  this->entityTrack->drawBox();
497
498  WorldEntity::draw();
499
500//   glMatrixMode(GL_MODELVIEW);
501//   glPushMatrix();
502
503//   float matrix[4][4];
504//   glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
505//   this->getAbsDir().matrix (matrix);
506//   glMultMatrixf((float*)matrix);
507  //glScalef(2.0, 2.0, 2.0);  // no double rescale
508
509
510//   this->trail->draw();
511
512//   glTranslatef(0,0,-.5);
513//   this->trailL->draw();
514
515//   glTranslatef(0,0,1);
516//   this->trailR->draw();
517
518//   glPopMatrix();
519  //this->debug(0);
520}
521
522/**
523 *  the function called for each passing timeSnap
524 * @param time The timespan passed since last update
525*/
526void SpaceShip::tick (float time)
527{
528  // Playable::tick(time);
529
530 // this->test->tick(time);
531
532  // Own Tick Setup, as a different fire routine is used on the weapon manager
533  this->weaponMan.tick(time);
534  this->secWeaponMan.tick(time);
535
536  if( this->systemFailure() )
537    bFire = bSecFire = false;
538
539  // fire reqeust/release for primary weapons
540  if( this->bFire)
541    this->weaponMan.fire();
542  else
543    this->weaponMan.releaseFire();
544
545  // fire reqeust/release for secondary weapons
546  if( this->bSecFire)
547    this->secWeaponMan.fire();
548  else
549    this->secWeaponMan.releaseFire();
550
551  // Tracktick
552  if(this->entityTrack)
553    this->entityTrack->tick(time);
554
555
556  // Shield Regeneration and other regular calculations on the ship
557  this->regen(time);
558
559  // Weapon Regeneration and other regular calculations on the ship
560  this->weaponRegen(time);
561
562  // current engine speed output
563  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
564
565  // calculation of maxSpeed and acceleration:
566  this->travelSpeed = this->engineSpeedCur * 5;
567  this->acceleration = this->travelSpeed * 2;
568
569  this->movement(time);
570
571   // TRYING TO FIX PNode.
572  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
573  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
574
575
576  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
577  this->oldPos    = this->getAbsCoor();
578
579//FIXME
580//   this->trail->tick(time);
581//   this->trailL->tick(time);
582//   this->trailR->tick(time);
583
584  if (!this->isTravelDistanceInit)
585  {
586    this->updateTravelDistance();
587    //this->isTravelDistanceInit = true;
588  }
589
590  //orient the spaceship in direction of the mouse
591  /*
592  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
593  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
594    this->setAbsDir( rotQuat);
595  //this->setAbsDirSoft(mouseDir,5);
596  */
597  /*
598  this->shiftCoor(move);
599  */
600
601  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
602
603}
604
605/**
606 * @todo switch statement ??
607 */
608void SpaceShip::process(const Event &event)
609{
610  //Playable::process(event);
611
612  if( event.type == KeyMapper::PEV_LEFT)
613    this->bLeft = event.bPressed;
614  else if( event.type == KeyMapper::PEV_RIGHT)
615  {
616    this->bRight = event.bPressed;
617//     printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
618  }
619  else if( event.type == KeyMapper::PEV_FORWARD)
620  {
621    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
622
623  }
624  else if( event.type == KeyMapper::PEV_BACKWARD)
625    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
626  else if( event.type == KeyMapper::PEV_FIRE2)
627    this->bSecFire = event.bPressed;
628  else if( event.type == KeyMapper::PEV_FIRE1)
629    this->bFire = event.bPressed;
630  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
631  {
632    this->nextWeaponConfig();
633  }
634  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
635    this->previousWeaponConfig();
636
637  if (!(State::getCamera()->getEventHandling()))
638  {
639    if( event.type == KeyMapper::PEV_VIEW0)
640    {
641      State::getCamera()->setViewMode(Camera::ViewNormal);
642      State::getCameraTargetNode()->setParent(this);
643      State::getCamera()->setParent(this);
644    }
645    else if( event.type == KeyMapper::PEV_VIEW1)
646    {
647      State::getCamera()->setViewMode(Camera::ViewBehind);
648      State::getCameraTargetNode()->setParent(this);
649      State::getCamera()->setParent(this);
650    }
651    else if( event.type == KeyMapper::PEV_VIEW2)
652    {
653      State::getCamera()->setViewMode(Camera::ViewFront);
654      State::getCameraTargetNode()->setParent(this);
655      State::getCamera()->setParent(this);
656    }
657    else if( event.type == KeyMapper::PEV_VIEW3)
658    {
659      State::getCamera()->setViewMode(Camera::ViewLeft);
660      State::getCameraTargetNode()->setParent(this);
661      State::getCamera()->setParent(this);
662    }
663    else if( event.type == KeyMapper::PEV_VIEW4)
664    {
665      State::getCamera()->setViewMode(Camera::ViewRight);
666      State::getCameraTargetNode()->setParent(this);
667      State::getCamera()->setParent(this);
668    }
669    else if( event.type == KeyMapper::PEV_VIEW5)
670    {
671      State::getCamera()->setViewMode(Camera::ViewTop);
672      State::getCameraTargetNode()->setParent(this->travelNode);
673      State::getCamera()->setParent(this->travelNode);
674    }
675  }
676
677
678  /*
679  else if( event.type == EV_MOUSE_MOTION)
680  {
681
682    this->xMouse += event.xRel;
683    this->yMouse += event.yRel;
684  }
685  */
686}
687
688void SpaceShip::destroy( WorldEntity* killer )
689{
690  if(this->hasPlayer())
691    Playable::destroy( killer);
692
693  PRINTF(5)("spaceship destroy\n");
694
695  EmitterNode* node  = NULL;
696  DotEmitter* emitter = NULL;
697  SpriteParticles*  explosionParticles  = NULL;
698
699  explosionParticles = new SpriteParticles(200);
700  explosionParticles->setName("SpaceShipExplosionParticles");
701  explosionParticles->setLifeSpan(.2, .3);
702  explosionParticles->setRadius(0.0, 10.0);
703  explosionParticles->setRadius(.5, 6.0);
704  explosionParticles->setRadius(1.0, 3.0);
705  explosionParticles->setColor(0.0, 1,1,1,.9);
706  explosionParticles->setColor(0.1,  1,1,0,.9);
707  explosionParticles->setColor(0.5, .8,.4,0,.5);
708  explosionParticles->setColor(1.0, .2,.2,.2,.5);
709
710
711  emitter = new DotEmitter( 2000, 70, 360);
712  //emitter->setSpread( 0, M_2_PI);
713  emitter->setEmissionRate( 200.0);
714  //emitter->setEmissionVelocity( 200.0);
715  //emitter->setSystem( explosionParticles);
716  //emitter->setAbsCoor( this->getAbsCoor());
717
718  node  = new EmitterNode( .1f);
719  node->setupParticle( emitter, explosionParticles);
720  node->setAbsDir( this->getAbsDir());
721  node->setVelocity( this->getVelocity() * .9f);
722  node->setAbsCoor( this->getAbsCoor());
723  if( !node->start())
724    PRINTF(0)("Explosion node not correctly started!");
725/*
726  PNode* node          = new PNode();
727  node->setAbsCoor(this->getAbsCoor());
728  Explosion* explosion = new Explosion();
729  explosion->explode( node, Vector(5,5,5));
730*/
731/*
732  if( this->hasPlayer())
733  {
734        this->setAbsCoor(Vector(-10000,10000,10000));
735        this->hide();
736  }
737  else
738  {*/
739    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
740  //}
741
742}
743
744void SpaceShip::respawn( )
745{
746  Playable::respawn();
747}
748
749
750void SpaceShip::damage(float pDamage, float eDamage){
751  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
752
753  if( this->shieldActive) {
754    if( this->shieldCur > pDamage) {
755      this->shieldCur = this->shieldCur - pDamage;
756    }
757    else { // shield <= pDamage
758      this->shieldCur -=pDamage;
759      this->shieldActive = false; //shield collapses
760      pDamage += this->shieldCur;
761      if( !this->shieldActive) {
762        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
763        this->electronicCur -= eDamage;
764      }
765    }
766  }
767  else {
768    this->armorCur = this->armorCur - pDamage;
769    this->electronicCur = this->electronicCur - eDamage;
770  }
771  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
772    this->destroy(this);
773
774  updateElectronicWidget();
775  updateShieldWidget();
776
777  this->setHealth( this->armorCur);
778}
779
780
781void SpaceShip::regen(float time){
782  float tmp;
783  if (this->armorCur != this->armorMax || this->armorRegen != 0){
784    tmp = this->armorCur + this->armorRegen * time;
785    if ( tmp > electronicMax)
786      this->armorCur = this->armorMax;
787    else
788      this->armorCur = tmp;
789  }
790  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
791    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
792    if( tmp > shieldMax)
793      this->shieldCur = this->shieldMax;
794    else
795      this->shieldCur = tmp;
796    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
797
798    updateShieldWidget();
799  }
800
801  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
802
803  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
804    tmp = this->electronicCur + this->electronicRegen * time;
805    if ( tmp > electronicMax)
806      this->electronicCur = this->electronicMax;
807    else
808      this->electronicCur = tmp;
809
810    updateElectronicWidget();
811  }
812
813}
814
815
816/**
817 * Weapon regeneration
818 * does not use any reactor capacity, as it wouldn't work in a consistent way.
819 */
820void SpaceShip::weaponRegen(float time)
821{
822  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
823  Weapon* weapon;
824  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
825  {
826    weapon = this->weaponMan.getWeapon(i);
827    if( weapon != NULL && weapon->isActive())
828    {
829      weapon->increaseEnergy( energy);
830    }
831
832  }
833  // weaponMan.increaseAmmunition( weapon, energy);
834}
835
836
837void SpaceShip::enterPlaymode(Playable::Playmode playmode)
838{
839  switch(playmode)
840  {
841    case Playable::Full3D:
842      /*
843      if (State::getCameraNode != NULL)
844      {
845        Vector absCoor = this->getAbsCoor();
846        this->setParent(PNode::getNullParent());
847        this->setAbsCoor(absCoor);
848        State::getCameraNode()->setParentSoft(&this->cameraNode);
849        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
850        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
851        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
852
853      }
854      */
855      //break;
856
857      break;
858    case Playable::Horizontal:
859      if (State::getCameraNode != NULL)
860      {
861        this->debugNode(1);
862        this->travelNode->debugNode(1);
863
864        this->travelNode->setAbsCoor(this->getAbsCoor());
865        this->travelNode->updateNode(0.01f);
866
867        this->isTravelDistanceInit = false;
868
869        if(this->entityTrack)
870           this->travelNode->setParent(this->entityTrack->getTrackNode());
871
872        this->setParent(this->travelNode);
873        this->setRelCoor(0,0,0);
874
875        State::getCameraNode()->setParentSoft(this->travelNode);
876        //State::getCameraNode()->setParentSoft(this);
877        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
878        State::getCameraTargetNode()->setParentSoft(this->travelNode);
879        //State::getCameraTargetNode()->setParentSoft(this);
880        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
881        this->setCameraMode(Camera::ViewTop);
882        State::getCamera()->setEventHandling(false);
883        registerEvent(KeyMapper::PEV_VIEW0);
884        registerEvent(KeyMapper::PEV_VIEW1);
885        registerEvent(KeyMapper::PEV_VIEW2);
886        registerEvent(KeyMapper::PEV_VIEW3);
887        registerEvent(KeyMapper::PEV_VIEW4);
888        registerEvent(KeyMapper::PEV_VIEW5);
889
890        State::getCamera()->setParentMode(PNODE_ALL);
891
892        //this->updateTravelDistance();
893
894        this->debugNode(1);
895        this->travelNode->debugNode(1);
896      }
897      break;
898
899    default:
900      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
901  }
902}
903
904/**
905 * @brief calculate the velocity
906 * @param time the timeslice since the last frame
907*/
908
909void SpaceShip::movement (float dt)
910{
911  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
912  //the ship doesn't slide too much.
913  float airCoeff = 2.5;
914  float pi = 3.14;
915
916  switch(this->getPlaymode())
917  {
918    case Playable::Horizontal:
919    {
920      // these routines will change the travel movement into zero in a short amout of time, if the player
921      // doesn't press any buttons.
922      if (this->travelVelocity.x >= 0)
923      {
924        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
925          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
926        else
927          this->travelVelocity.x = 0;
928      }
929      else
930      {
931        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
932          this->travelVelocity.x += airCoeff* this->acceleration * dt;
933        else
934          this->travelVelocity.x = 0;
935      }
936      if (this->travelVelocity.z >= 0)
937      {
938        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
939          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
940        else
941          this->travelVelocity.z = 0;
942      }
943      else
944      {
945        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
946          this->travelVelocity.z += airCoeff* this->acceleration * dt;
947        else
948          this->travelVelocity.z = 0;
949      }
950
951      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
952      // and its continuing to slide a bit.
953      Vector oldCoor = this->getRelCoor();
954      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
955      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
956      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
957      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
958
959      if( this->systemFailure() )
960        bForward = bBackward = bLeft = bRight = false;
961
962      if( this->bForward )
963      {
964        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
965        if(this->getRelCoor().x < this->travelDistancePlus.x)
966        {
967          if (this->travelVelocity.x < this->travelSpeed)
968          {
969            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
970          }
971          else
972          {
973            this->travelVelocity.x = this->travelSpeed;
974          }
975        }
976        else
977        {
978          this->travelVelocity.x = 0.0f;
979        }
980      }
981
982      if( this->bBackward )
983      {
984        if(this->getRelCoor().x > this->travelDistanceMinus.x)
985        {
986          if (this->travelVelocity.x > -this->travelSpeed)
987          {
988            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
989          }
990          else
991          {
992            this->travelVelocity.x = -this->travelSpeed;
993          }
994        }
995        else
996        {
997          this->travelVelocity.x = 0.0f;
998        }
999      }
1000
1001      if( this->bLeft)
1002      {
1003        if(this->getRelCoor().z > this->travelDistanceMinus.y)
1004        {
1005          if (this->travelVelocity.z > -this->travelSpeed)
1006          {
1007            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
1008          }
1009          else
1010          {
1011            this->travelVelocity.z = -this->travelSpeed;
1012          }
1013        }
1014        else
1015        {
1016          this->travelVelocity.z = 0.0f;
1017        }
1018        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
1019      }
1020
1021      if( this->bRight)
1022      {
1023        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
1024        if(this->getRelCoor().z < this->travelDistancePlus.y)
1025        {
1026          if (this->travelVelocity.z < this->travelSpeed)
1027          {
1028            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
1029          }
1030          else
1031          {
1032            this->travelVelocity.z = this->travelSpeed;
1033          }
1034        }
1035        else
1036        {
1037          this->travelVelocity.z = 0.0f;
1038        }
1039        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
1040      }
1041      if (!this->bRight && !this->bLeft)
1042      {
1043        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
1044      }
1045
1046    //normalisation of the vectors (vector sum must be <= travelspeed)
1047    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
1048    if (xzNorm > this->travelSpeed)
1049    {
1050      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
1051      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
1052    }
1053
1054    //this moves camera and ship along the travel path.
1055    if(!this->entityTrack)
1056       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
1057
1058    break;
1059    }
1060    case Playable::Vertical:
1061      break;
1062    default:
1063      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
1064  }
1065   //set new coordinates calculated through key- events.
1066  this->shiftCoor (this->travelVelocity * dt);
1067}
1068
1069void SpaceShip::setPlaymodeXML(const std::string& playmode)
1070{
1071  this->setPlaymode(Playable::stringToPlaymode(playmode));
1072}
1073
1074/**
1075 * @brief jumps to the next WeaponConfiguration
1076 */
1077void SpaceShip::nextWeaponConfig()
1078{
1079  PRINTF(0)("Requested next weapon config!\n");
1080  this->weaponMan.nextWeaponConfig();
1081  Playable::weaponConfigChanged();
1082}
1083
1084/**
1085 * @brief moves to the last WeaponConfiguration
1086 */
1087void SpaceShip::previousWeaponConfig()
1088{
1089  /*
1090  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
1091  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1092  */
1093  this->weaponMan.previousWeaponConfig();
1094  Playable::weaponConfigChanged();
1095}
1096
1097void SpaceShip::hit( float damage, WorldEntity* killer)
1098{
1099  this->damage(killer->getDamage(),0);
1100}
1101
1102void SpaceShip::updateElectronicWidget()
1103{
1104  if (this->electronicWidget != NULL)
1105  { //if it exists already: update it
1106     this->electronicWidget->setMaximum(this->electronicMax);
1107     this->electronicWidget->setValue(this->electronicCur);
1108  }
1109  else
1110  { //create the widget
1111    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1112    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1113    //this->electronicWidget->setDisplayedName("Electronics:");
1114    //this->electronicWidget->setSize2D(100,20);
1115    //this->electronicWidget->setAbsCoor2D(150,200);
1116    this->updateElectronicWidget();
1117    if (this->hasPlayer())
1118      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1119  }
1120}
1121
1122void SpaceShip::updateShieldWidget()
1123{
1124  if (this->shieldWidget != NULL)
1125  {
1126    this->shieldWidget->setMaximum(this->shieldMax);
1127    this->shieldWidget->setValue(this->shieldCur);;
1128  }
1129  else
1130  {
1131    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1132    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1133    //this->shieldWidget->setDisplayedName("Shield:");
1134    //his->shieldWidget->setSize2D(100,20);
1135    //this->shieldWidget->setAbsCoor2D(200,200);
1136    this->updateShieldWidget();
1137    if (this->hasPlayer())
1138      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1139  }
1140}
1141
1142void SpaceShip::setCameraDistance(float dist)
1143{
1144  Camera* c = State::getCamera();
1145  c->setViewTopDistance(dist);
1146
1147  if (this->hasPlayer())
1148    this->isTravelDistanceInit = false;
1149}
1150
1151void SpaceShip::setCameraFovy(float fovy)
1152{
1153
1154  Camera* c = State::getCamera();
1155  c->setViewTopFovy(fovy);
1156
1157  if (this->hasPlayer())
1158    this->isTravelDistanceInit = false;
1159}
1160
1161void SpaceShip::updateTravelDistance()
1162{
1163
1164  Camera* c = State::getCamera();
1165
1166  float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0);
1167  float y = x / c->getAspectRatio() / this->actionWidthPercentage;
1168  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1169
1170
1171  //State::getCamera()->getAbsCoor().print();
1172  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1173
1174  //printf("x: %f, y: %f \n", x, y);
1175  this->travelDistancePlus = Vector2D(y, x);
1176  this->travelDistanceMinus = Vector2D(-y, -x);
1177
1178  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1179  PRINTF(0)("TravelDistance has been updated\n");
1180  this->isTravelDistanceInit = true;
1181}
1182
1183void SpaceShip::setActionWidthPercentage(int i)
1184{
1185  if (i>100) i=100;
1186  if (i<0) i=0;
1187  this->actionWidthPercentage = i/100.0;
1188
1189  if (this->hasPlayer())
1190    this->isTravelDistanceInit = false;
1191};
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