1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Knecht |
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13 | co-programmer: Silvan Nellen |
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14 | |
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15 | */ |
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16 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | #include "executor/executor.h" |
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20 | #include "space_ship.h" |
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21 | |
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22 | #include "util/loading/resource_manager.h" |
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23 | |
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24 | #include "weapons/test_gun.h" |
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25 | #include "weapons/light_blaster.h" |
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26 | #include "weapons/medium_blaster.h" |
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27 | #include "weapons/heavy_blaster.h" |
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28 | #include "weapons/rf_cannon.h" |
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29 | #include "weapons/nadion_laser.h" |
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30 | #include "weapons/disruptor.h" |
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31 | #include "weapons/swarm_launcher.h" |
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32 | #include "weapons/spike_thrower.h" |
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33 | #include "weapons/acid_launcher.h" |
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34 | #include "weapons/boomerang_gun.h" |
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35 | #include "weapons/turret.h" |
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36 | #include "weapons/cannon.h" |
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37 | |
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38 | #include "elements/glgui_energywidgetvertical.h" |
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39 | #include "glgui_bar.h" |
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40 | |
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41 | #include "particles/dot_emitter.h" |
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42 | #include "particles/emitter_node.h" |
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43 | #include "particles/sprite_particles.h" |
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44 | #include "effects/trail.h" |
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45 | |
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46 | #include "effects/wobblegrid.h" |
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47 | |
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48 | #include "util/loading/factory.h" |
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49 | #include "key_mapper.h" |
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50 | |
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51 | #include "network_game_manager.h" |
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52 | #include "shared_network_data.h" |
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53 | |
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54 | #include "items/power_ups/weapon_power_up.h" |
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55 | #include "items/power_ups/param_power_up.h" |
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56 | |
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57 | #include "graphics_engine.h" |
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58 | |
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59 | #include "plane.h" |
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60 | |
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61 | #include "state.h" |
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62 | #include "player.h" |
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63 | #include "tools/camera.h" |
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64 | #include "tools/cameraman.h" |
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65 | |
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66 | |
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67 | #include "util/loading/load_param.h" |
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68 | #include "time.h" |
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69 | |
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70 | #include "track/track.h" |
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71 | #include "track/action_box.h" |
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72 | |
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73 | |
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74 | ObjectListDefinition(SpaceShip); |
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75 | CREATE_FACTORY(SpaceShip); |
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76 | |
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77 | #include "script_class.h" |
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78 | CREATE_SCRIPTABLE_CLASS(SpaceShip, |
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79 | addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer)) |
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80 | ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire)) |
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81 | ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2)) |
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82 | ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName)) |
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83 | ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide)) |
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84 | ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide)) |
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85 | //Coordinates |
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86 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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87 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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88 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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89 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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90 | //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed)) |
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91 | ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack)) |
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92 | ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance)) |
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93 | ); |
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94 | |
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95 | /** |
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96 | * destructs the spaceship, deletes alocated memory |
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97 | */ |
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98 | SpaceShip::~SpaceShip () |
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99 | { |
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100 | this->setPlayer(NULL); |
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101 | } |
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102 | |
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103 | /** |
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104 | * loads a Spaceships information from a specified file. |
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105 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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106 | */ |
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107 | SpaceShip::SpaceShip(const std::string& fileName) |
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108 | : secWeaponMan(this) //, |
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109 | //supportedPlaymodes(Playable::Vertical) , |
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110 | //playmode(Playable::Vertical) |
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111 | { |
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112 | this->init(); |
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113 | TiXmlDocument doc(fileName); |
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114 | |
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115 | if(!doc.LoadFile()) |
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116 | { |
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117 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
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118 | return; |
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119 | } |
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120 | |
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121 | this->loadParams(doc.RootElement()); |
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122 | } |
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123 | |
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124 | /** |
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125 | * creates a new Spaceship from Xml Data |
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126 | * @param root the xml element containing spaceship data |
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127 | |
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128 | @todo add more parameters to load |
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129 | */ |
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130 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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131 | : secWeaponMan(this) //, |
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132 | //supportedPlaymodes(Playable::Vertical) , |
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133 | //playmode(Playable::Vertical) |
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134 | { |
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135 | this->init(); |
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136 | //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN); |
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137 | if (root != NULL) |
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138 | this->loadParams(root); |
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139 | |
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140 | } |
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141 | |
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142 | |
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143 | /** |
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144 | * initializes a Spaceship |
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145 | */ |
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146 | void SpaceShip::init() |
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147 | { |
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148 | |
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149 | srand(time(0)); //initialize Random Nomber Generator |
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150 | |
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151 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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152 | this->registerObject(this, SpaceShip::_objectList); |
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153 | PRINTF(4)("SPACESHIP INIT\n"); |
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154 | this->weaponMan.setParentEntity( this); |
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155 | //weapons: |
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156 | |
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157 | this->weaponMan.setParentEntity( this); |
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158 | this->secWeaponMan.setParentEntity( this); |
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159 | |
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160 | this->weaponMan.setSlotCount(8); |
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161 | this->secWeaponMan.setSlotCount(6); |
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162 | |
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163 | this->weaponMan.createWeaponSlot(0, 3.006, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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164 | this->weaponMan.createWeaponSlot(1, 3.006, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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165 | this->weaponMan.createWeaponSlot(2, 4.03, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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166 | this->weaponMan.createWeaponSlot(3, 4.03, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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167 | this->weaponMan.createWeaponSlot(4, 1.431, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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168 | this->weaponMan.createWeaponSlot(5, 1.431, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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169 | this->weaponMan.createWeaponSlot(6, 1.431, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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170 | this->weaponMan.createWeaponSlot(7, 1.431, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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171 | |
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172 | |
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173 | this->weaponMan.addWeaponToSlot(0, 0, "RFCannon"); |
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174 | this->weaponMan.addWeaponToSlot(0, 1, "RFCannon"); |
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175 | this->weaponMan.addWeaponToSlot(0, 2, "RFCannon"); |
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176 | this->weaponMan.addWeaponToSlot(0, 3, "RFCannon"); |
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177 | this->weaponMan.addWeaponToSlot(1, 0, "RFCannon"); |
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178 | this->weaponMan.addWeaponToSlot(1, 1, "RFCannon"); |
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179 | this->weaponMan.addWeaponToSlot(1, 2, "RFCannon"); |
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180 | this->weaponMan.addWeaponToSlot(1, 3, "RFCannon"); |
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181 | |
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182 | this->weaponMan.addWeaponToSlot(0, 4, "NadionLaser"); |
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183 | this->weaponMan.addWeaponToSlot(0, 5, "NadionLaser"); |
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184 | this->weaponMan.addWeaponToSlot(2, 4, "NadionLaser"); |
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185 | this->weaponMan.addWeaponToSlot(2, 5, "NadionLaser"); |
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186 | |
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187 | this->weaponMan.addWeaponToSlot(0, 6, "Disruptor"); |
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188 | this->weaponMan.addWeaponToSlot(0, 7, "Disruptor"); |
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189 | this->weaponMan.addWeaponToSlot(3, 6, "Disruptor"); |
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190 | this->weaponMan.addWeaponToSlot(3, 7, "Disruptor"); |
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191 | |
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192 | |
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193 | this->secWeaponMan.createWeaponSlot(0, 1.5, 3, 0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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194 | this->secWeaponMan.createWeaponSlot(1, 2.6, 0, 3.0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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195 | this->secWeaponMan.createWeaponSlot(2, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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196 | this->secWeaponMan.createWeaponSlot(3, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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197 | this->secWeaponMan.createWeaponSlot(4, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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198 | this->secWeaponMan.createWeaponSlot(5, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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199 | |
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200 | this->secWeaponMan.addWeaponToSlot(0, 2, "SwarmLauncher"); |
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201 | |
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202 | |
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203 | this->weaponMan.changeWeaponConfig(0); |
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204 | this->secWeaponMan.changeWeaponConfig(0); |
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205 | |
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206 | |
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207 | Playable::weaponConfigChanged(); |
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208 | |
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209 | setReactor(10); |
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210 | setWeapon(10); |
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211 | setEngine(15); |
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212 | |
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213 | |
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214 | setEnergyShare(.3,.3,.4); |
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215 | setShield(100, 100, .2, 2); |
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216 | setArmor(100, 100); |
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217 | setElectronic(50, 50, .7, 3.0); |
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218 | |
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219 | // this->loadModel("models/spaceships/fighter_redesign9.obj"); |
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220 | //this->setVisibiliy(false); |
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221 | |
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222 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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223 | |
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224 | // this->setHealthMax(shieldMax); |
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225 | // this->setHealth(shieldCur); |
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226 | |
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227 | this->travelNode = new PNode(); |
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228 | |
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229 | // camera - issue |
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230 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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231 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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232 | |
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233 | |
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234 | this->electronicWidget = NULL; |
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235 | this->shieldWidget = NULL; |
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236 | |
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237 | //add events to the eventlist |
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238 | registerEvent(KeyMapper::PEV_FORWARD); |
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239 | registerEvent(KeyMapper::PEV_BACKWARD); |
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240 | registerEvent(KeyMapper::PEV_LEFT); |
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241 | registerEvent(KeyMapper::PEV_RIGHT); |
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242 | //registerEvent(SDLK_q); |
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243 | //registerEvent(SDLK_e); |
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244 | registerEvent(KeyMapper::PEV_FIRE1); |
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245 | registerEvent(KeyMapper::PEV_FIRE2); // Added for secondary weapon support |
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246 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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247 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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248 | //registerEvent(SDLK_PAGEUP); |
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249 | //registerEvent(SDLK_PAGEDOWN); |
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250 | registerEvent(EV_MOUSE_MOTION); |
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251 | |
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252 | |
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253 | this->weaponMan.getFixedTarget()->setParent(this); |
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254 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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255 | |
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256 | |
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257 | this->secWeaponMan.getFixedTarget()->setParent(this); |
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258 | this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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259 | this->secWeaponMan.setRotationSpeed(0); |
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260 | |
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261 | dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false); |
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262 | |
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263 | |
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264 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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265 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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266 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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267 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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268 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
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269 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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270 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER)); |
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271 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) ); |
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272 | |
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273 | //this->airFriction = 0.5f; |
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274 | //this->travelDistancePlus = Vector2D(38.0, 43.0); |
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275 | //this->travelDistanceMinus = Vector2D(-38.0, -43.0); |
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276 | this->travelDistancePlus = Vector2D(50,50); |
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277 | this->travelDistanceMinus = Vector2D(-50,-50); |
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278 | this->isTravelDistanceInit = true; |
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279 | this->actionWidthPercentage = 1; |
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280 | |
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281 | this->cameraSpeed = 40; |
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282 | this->cameraLook = 0.0f; |
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283 | //this->airFriction = 0.0f; |
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284 | |
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285 | srand(time(0)); //initaialize RNG |
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286 | |
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287 | this->travelNode->debugDraw(); |
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288 | |
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289 | this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical); |
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290 | |
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291 | |
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292 | this->toList(OM_GROUP_00); |
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293 | } |
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294 | |
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295 | |
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296 | /** |
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297 | * loads the Settings of a SpaceShip from an XML-element. |
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298 | * @param root the XML-element to load the Spaceship's properties from |
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299 | */ |
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300 | void SpaceShip::loadParams(const TiXmlElement* root) |
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301 | { |
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302 | Playable::loadParams(root); |
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303 | |
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304 | LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML); |
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305 | LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance); |
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306 | LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy); |
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307 | LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage); |
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308 | |
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309 | State::getCamera()->setViewMode(Camera::ViewNormal); |
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310 | State::getCameraTargetNode()->setParent(this); |
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311 | State::getCamera()->setParent(this); |
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312 | |
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313 | LoadParam(root, "setReactor", this, SpaceShip, setReactor) |
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314 | .describe("set reactor output"); |
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315 | LoadParam(root, "setShield", this, SpaceShip, setShield) |
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316 | .describe("set shield parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate"); |
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317 | LoadParam(root, "setArmor", this, SpaceShip, setArmor) |
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318 | .describe("set armor/health parameters: current strenght , max strenght"); |
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319 | LoadParam(root, "setElectronic", this, SpaceShip, setElectronic) |
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320 | .describe("set electronics parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate"); |
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321 | LoadParam(root, "setEngine", this, SpaceShip, setEngine) |
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322 | .describe("set base speed"); |
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323 | LoadParam(root, "setEnergyShare", this, SpaceShip, setEnergyShare) |
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324 | .describe("set energy partitioning: shield, weapons, engine (sum should be 1)"); |
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325 | LoadParam(root, "setWeapon", this, SpaceShip, setWeapon) |
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326 | .describe("set weapon regeneration"); |
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327 | |
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328 | /* |
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329 | LOAD_PARAM_START_CYCLE(root, element); |
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330 | { |
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331 | LoadParamXML_CYCLE(element, "weaponMan", this->weaponMan, WeaponManager, loadWeapons) |
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332 | .describe("loads Weapons"); |
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333 | } |
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334 | LOAD_PARAM_END_CYCLE(element); |
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335 | |
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336 | LOAD_PARAM_START_CYCLE(root, element); |
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337 | { |
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338 | LoadParamXML_CYCLE(element, "secWeaponMan", this->secWeaponMan, WeaponManager, loadWeapons) |
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339 | .describe("loads Weapons"); |
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340 | } |
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341 | LOAD_PARAM_END_CYCLE(element);*/ |
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342 | } |
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343 | |
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344 | |
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345 | void SpaceShip::setPlayDirection(const Quaternion& rot, float speed) |
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346 | { |
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347 | //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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348 | } |
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349 | |
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350 | void SpaceShip::reset() |
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351 | { |
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352 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
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353 | |
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354 | |
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355 | // this->armorCur = this->armorMax; |
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356 | this->setHealth(this->getHealthMax()); |
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357 | this->shieldCur = this->shieldMax; |
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358 | this->shieldActive = true; |
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359 | this->electronicCur = this->electronicMax; |
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360 | // this->updateHealth(); |
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361 | this->velocity = Vector(0.0, 0.0, 0.0); |
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362 | } |
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363 | |
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364 | |
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365 | void SpaceShip::enter() |
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366 | { |
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367 | this->secWeaponMan.showCrosshair(); |
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368 | this->toList( OM_GROUP_01 ); |
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369 | State::getPlayer()->hud().setRadarCenterNode(this->travelNode); |
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370 | State::getPlayer()->hud().setOverlayActive(true); |
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371 | } |
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372 | |
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373 | void SpaceShip::leave() |
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374 | { |
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375 | this->secWeaponMan.hideCrosshair(); |
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376 | this->toList( OM_GROUP_00); |
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377 | State::getPlayer()->hud().setOverlayActive(false); |
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378 | State::getCamera()->setEventHandling(true); |
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379 | State::getPlayer()->hud().setRadarCenterNode(NULL); |
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380 | } |
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381 | |
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382 | |
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383 | /** |
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384 | * effect that occurs after the SpaceShip is spawned |
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385 | */ |
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386 | void SpaceShip::postSpawn () |
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387 | { |
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388 | if(this->hasPlayer()) |
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389 | Playable::postSpawn(); |
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390 | } |
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391 | |
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392 | /** |
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393 | * the action occuring if the spaceship left the game |
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394 | */ |
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395 | void SpaceShip::leftWorld () |
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396 | { |
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397 | |
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398 | } |
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399 | |
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400 | WorldEntity* ref = NULL; |
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401 | |
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402 | /** |
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403 | * draws the spaceship after transforming it. |
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404 | */ |
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405 | void SpaceShip::draw () const |
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406 | { |
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407 | if( this->entityTrack != NULL && this->isDrawTrack()) |
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408 | this->entityTrack->drawGraph(); |
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409 | |
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410 | WorldEntity::draw(); |
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411 | |
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412 | // glMatrixMode(GL_MODELVIEW); |
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413 | // glPushMatrix(); |
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414 | |
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415 | // float matrix[4][4]; |
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416 | // glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z); |
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417 | // this->getAbsDir().matrix (matrix); |
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418 | // glMultMatrixf((float*)matrix); |
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419 | //glScalef(2.0, 2.0, 2.0); // no double rescale |
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420 | |
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421 | |
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422 | // this->trail->draw(); |
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423 | |
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424 | // glTranslatef(0,0,-.5); |
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425 | // this->trailL->draw(); |
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426 | |
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427 | // glTranslatef(0,0,1); |
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428 | // this->trailR->draw(); |
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429 | |
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430 | // glPopMatrix(); |
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431 | //this->debug(0); |
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432 | } |
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433 | |
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434 | /** |
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435 | * the function called for each passing timeSnap |
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436 | * @param time The timespan passed since last update |
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437 | */ |
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438 | void SpaceShip::tick (float time) |
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439 | { |
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440 | // Playable::tick(time); |
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441 | |
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442 | // this->test->tick(time); |
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443 | |
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444 | // Own Tick Setup, as a different fire routine is used on the weapon manager |
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445 | this->weaponMan.tick(time); |
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446 | this->secWeaponMan.tick(time); |
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447 | |
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448 | if( this->systemFailure() ) |
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449 | bFire = bSecFire = false; |
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450 | |
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451 | // fire reqeust/release for primary weapons |
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452 | if( this->bFire) |
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453 | this->weaponMan.fire(); |
---|
454 | else |
---|
455 | this->weaponMan.releaseFire(); |
---|
456 | |
---|
457 | // fire reqeust/release for secondary weapons |
---|
458 | if( this->bSecFire) |
---|
459 | this->secWeaponMan.fire(); |
---|
460 | else |
---|
461 | this->secWeaponMan.releaseFire(); |
---|
462 | |
---|
463 | // Tracktick |
---|
464 | if(this->entityTrack) |
---|
465 | this->entityTrack->tick(time); |
---|
466 | |
---|
467 | |
---|
468 | // Shield Regeneration and other regular calculations on the ship |
---|
469 | this->regen(time); |
---|
470 | |
---|
471 | // Weapon Regeneration and other regular calculations on the ship |
---|
472 | this->weaponRegen(time); |
---|
473 | |
---|
474 | // current engine speed output |
---|
475 | this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare; |
---|
476 | |
---|
477 | // calculation of maxSpeed and acceleration: |
---|
478 | this->travelSpeed = this->engineSpeedCur * 5; |
---|
479 | this->acceleration = this->travelSpeed * 2; |
---|
480 | |
---|
481 | this->movement(time); |
---|
482 | |
---|
483 | // TRYING TO FIX PNode. |
---|
484 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
---|
485 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
---|
486 | |
---|
487 | |
---|
488 | this->velocity = (this->getAbsCoor() - this->oldPos) / time; |
---|
489 | this->oldPos = this->getAbsCoor(); |
---|
490 | |
---|
491 | //FIXME |
---|
492 | // this->trail->tick(time); |
---|
493 | // this->trailL->tick(time); |
---|
494 | // this->trailR->tick(time); |
---|
495 | |
---|
496 | if (!this->isTravelDistanceInit) |
---|
497 | { |
---|
498 | this->updateTravelDistance(); |
---|
499 | //this->isTravelDistanceInit = true; |
---|
500 | } |
---|
501 | |
---|
502 | //orient the spaceship in direction of the mouse |
---|
503 | /* |
---|
504 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia); |
---|
505 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
---|
506 | this->setAbsDir( rotQuat); |
---|
507 | //this->setAbsDirSoft(mouseDir,5); |
---|
508 | */ |
---|
509 | /* |
---|
510 | this->shiftCoor(move); |
---|
511 | */ |
---|
512 | |
---|
513 | // PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber()); |
---|
514 | |
---|
515 | } |
---|
516 | |
---|
517 | /** |
---|
518 | * @todo switch statement ?? |
---|
519 | */ |
---|
520 | void SpaceShip::process(const Event &event) |
---|
521 | { |
---|
522 | //Playable::process(event); |
---|
523 | |
---|
524 | if( event.type == KeyMapper::PEV_LEFT) |
---|
525 | this->bLeft = event.bPressed; |
---|
526 | else if( event.type == KeyMapper::PEV_RIGHT) |
---|
527 | { |
---|
528 | this->bRight = event.bPressed; |
---|
529 | // printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z); |
---|
530 | } |
---|
531 | else if( event.type == KeyMapper::PEV_FORWARD) |
---|
532 | { |
---|
533 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
---|
534 | |
---|
535 | } |
---|
536 | else if( event.type == KeyMapper::PEV_BACKWARD) |
---|
537 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
---|
538 | else if( event.type == KeyMapper::PEV_FIRE2) |
---|
539 | this->bSecFire = event.bPressed; |
---|
540 | else if( event.type == KeyMapper::PEV_FIRE1) |
---|
541 | this->bFire = event.bPressed; |
---|
542 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
---|
543 | { |
---|
544 | this->nextWeaponConfig(); |
---|
545 | } |
---|
546 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
---|
547 | this->previousWeaponConfig(); |
---|
548 | |
---|
549 | if (!(State::getCamera()->getEventHandling())) |
---|
550 | { |
---|
551 | //PRINTF(0)("\n\n\n\n\n\n\n\nSETCAMERA %x\n\n\n\n\n\n\n", State::getCamera()); |
---|
552 | if( event.type == KeyMapper::PEV_VIEW0) |
---|
553 | { |
---|
554 | State::getCamera()->setViewMode(Camera::ViewNormal); |
---|
555 | State::getCameraTargetNode()->setParent(this); |
---|
556 | State::getCamera()->setParent(this); |
---|
557 | } |
---|
558 | else if( event.type == KeyMapper::PEV_VIEW1) |
---|
559 | { |
---|
560 | State::getCamera()->setViewMode(Camera::ViewBehind); |
---|
561 | State::getCameraTargetNode()->setParent(this); |
---|
562 | State::getCamera()->setParent(this); |
---|
563 | } |
---|
564 | else if( event.type == KeyMapper::PEV_VIEW2) |
---|
565 | { |
---|
566 | State::getCamera()->setViewMode(Camera::ViewFront); |
---|
567 | State::getCameraTargetNode()->setParent(this); |
---|
568 | State::getCamera()->setParent(this); |
---|
569 | } |
---|
570 | else if( event.type == KeyMapper::PEV_VIEW3) |
---|
571 | { |
---|
572 | State::getCamera()->setViewMode(Camera::ViewLeft); |
---|
573 | State::getCameraTargetNode()->setParent(this); |
---|
574 | State::getCamera()->setParent(this); |
---|
575 | } |
---|
576 | else if( event.type == KeyMapper::PEV_VIEW4) |
---|
577 | { |
---|
578 | State::getCamera()->setViewMode(Camera::ViewRight); |
---|
579 | State::getCameraTargetNode()->setParent(this); |
---|
580 | State::getCamera()->setParent(this); |
---|
581 | } |
---|
582 | else if( event.type == KeyMapper::PEV_VIEW5) |
---|
583 | { |
---|
584 | State::getCamera()->setViewMode(Camera::ViewTop); |
---|
585 | State::getCameraTargetNode()->setParent(this->travelNode); |
---|
586 | State::getCamera()->setParent(this->travelNode); |
---|
587 | } |
---|
588 | } |
---|
589 | |
---|
590 | |
---|
591 | /* |
---|
592 | else if( event.type == EV_MOUSE_MOTION) |
---|
593 | { |
---|
594 | |
---|
595 | this->xMouse += event.xRel; |
---|
596 | this->yMouse += event.yRel; |
---|
597 | } |
---|
598 | */ |
---|
599 | } |
---|
600 | |
---|
601 | void SpaceShip::destroy( WorldEntity* killer ) |
---|
602 | { |
---|
603 | if(this->hasPlayer()) |
---|
604 | Playable::destroy( killer); |
---|
605 | |
---|
606 | PRINTF(5)("spaceship destroy\n"); |
---|
607 | |
---|
608 | EmitterNode* node = NULL; |
---|
609 | DotEmitter* emitter = NULL; |
---|
610 | SpriteParticles* explosionParticles = NULL; |
---|
611 | |
---|
612 | explosionParticles = new SpriteParticles(200); |
---|
613 | explosionParticles->setName("SpaceShipExplosionParticles"); |
---|
614 | explosionParticles->setLifeSpan(.2, .3); |
---|
615 | explosionParticles->setRadius(0.0, 10.0); |
---|
616 | explosionParticles->setRadius(.5, 6.0); |
---|
617 | explosionParticles->setRadius(1.0, 3.0); |
---|
618 | explosionParticles->setColor(0.0, 1,1,1,.9); |
---|
619 | explosionParticles->setColor(0.1, 1,1,0,.9); |
---|
620 | explosionParticles->setColor(0.5, .8,.4,0,.5); |
---|
621 | explosionParticles->setColor(1.0, .2,.2,.2,.5); |
---|
622 | |
---|
623 | |
---|
624 | emitter = new DotEmitter( 2000, 70, 360); |
---|
625 | //emitter->setSpread( 0, M_2_PI); |
---|
626 | emitter->setEmissionRate( 200.0); |
---|
627 | //emitter->setEmissionVelocity( 200.0); |
---|
628 | //emitter->setSystem( explosionParticles); |
---|
629 | //emitter->setAbsCoor( this->getAbsCoor()); |
---|
630 | |
---|
631 | node = new EmitterNode( .1f); |
---|
632 | node->setupParticle( emitter, explosionParticles); |
---|
633 | node->setAbsDir( this->getAbsDir()); |
---|
634 | node->setVelocity( this->getVelocity() * .9f); |
---|
635 | node->setAbsCoor( this->getAbsCoor()); |
---|
636 | if( !node->start()) |
---|
637 | PRINTF(0)("Explosion node not correctly started!"); |
---|
638 | /* |
---|
639 | PNode* node = new PNode(); |
---|
640 | node->setAbsCoor(this->getAbsCoor()); |
---|
641 | Explosion* explosion = new Explosion(); |
---|
642 | explosion->explode( node, Vector(5,5,5)); |
---|
643 | */ |
---|
644 | /* |
---|
645 | if( this->hasPlayer()) |
---|
646 | { |
---|
647 | this->setAbsCoor(Vector(-10000,10000,10000)); |
---|
648 | this->hide(); |
---|
649 | } |
---|
650 | else |
---|
651 | {*/ |
---|
652 | this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0))); |
---|
653 | //} |
---|
654 | |
---|
655 | } |
---|
656 | |
---|
657 | void SpaceShip::respawn( ) |
---|
658 | { |
---|
659 | Playable::respawn(); |
---|
660 | } |
---|
661 | |
---|
662 | |
---|
663 | void SpaceShip::damage(float pDamage, float eDamage){ |
---|
664 | PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage); |
---|
665 | |
---|
666 | if( this->shieldActive) { |
---|
667 | if( this->shieldCur > pDamage) { |
---|
668 | this->shieldCur = this->shieldCur - pDamage; |
---|
669 | } |
---|
670 | else { // shield <= pDamage |
---|
671 | this->shieldCur -=pDamage; |
---|
672 | this->shieldActive = false; //shield collapses |
---|
673 | pDamage += this->shieldCur; |
---|
674 | if( !this->shieldActive) { |
---|
675 | this->decreaseHealth( pDamage / 2); // remaining damages hits armor at half rate |
---|
676 | this->electronicCur -= eDamage; |
---|
677 | } |
---|
678 | } |
---|
679 | } |
---|
680 | else { |
---|
681 | this->decreaseHealth(pDamage); |
---|
682 | this->electronicCur = this->electronicCur - eDamage; |
---|
683 | } |
---|
684 | if( this->getHealth() <= 0) { /* FIXME implement shipcrash*/ } |
---|
685 | this->destroy(this); |
---|
686 | |
---|
687 | updateElectronicWidget(); |
---|
688 | updateShieldWidget(); |
---|
689 | |
---|
690 | // this->setHealth( this->armorCur); |
---|
691 | } |
---|
692 | |
---|
693 | |
---|
694 | void SpaceShip::regen(float time){ |
---|
695 | static float tmp, armorCur, armorMax; |
---|
696 | if (armorCur != armorMax || this->armorRegen != 0){ |
---|
697 | tmp = armorCur + armorRegen * time; |
---|
698 | if ( tmp > armorMax) |
---|
699 | armorCur = armorMax; |
---|
700 | else |
---|
701 | armorCur = tmp; |
---|
702 | } |
---|
703 | if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){ |
---|
704 | tmp = this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time; |
---|
705 | if( tmp > shieldMax) |
---|
706 | this->shieldCur = this->shieldMax; |
---|
707 | else |
---|
708 | this->shieldCur = tmp; |
---|
709 | this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH); |
---|
710 | |
---|
711 | updateShieldWidget(); |
---|
712 | } |
---|
713 | |
---|
714 | this->setHealth( this->shieldCur); // FIXME currently just to test share system |
---|
715 | |
---|
716 | if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){ |
---|
717 | tmp = this->electronicCur + this->electronicRegen * time; |
---|
718 | if ( tmp > electronicMax) |
---|
719 | this->electronicCur = this->electronicMax; |
---|
720 | else |
---|
721 | this->electronicCur = tmp; |
---|
722 | |
---|
723 | updateElectronicWidget(); |
---|
724 | } |
---|
725 | |
---|
726 | } |
---|
727 | |
---|
728 | |
---|
729 | /** |
---|
730 | * Weapon regeneration |
---|
731 | * does not use any reactor capacity, as it wouldn't work in a consistent way. |
---|
732 | */ |
---|
733 | void SpaceShip::weaponRegen(float time) |
---|
734 | { |
---|
735 | float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time; |
---|
736 | Weapon* weapon; |
---|
737 | for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) |
---|
738 | { |
---|
739 | weapon = this->weaponMan.getWeapon(i); |
---|
740 | if( weapon != NULL && weapon->isActive()) |
---|
741 | { |
---|
742 | weapon->increaseEnergy( energy); |
---|
743 | } |
---|
744 | |
---|
745 | } |
---|
746 | // weaponMan.increaseAmmunition( weapon, energy); |
---|
747 | } |
---|
748 | |
---|
749 | |
---|
750 | void SpaceShip::enterPlaymode(Playable::Playmode playmode) |
---|
751 | { |
---|
752 | switch(playmode) |
---|
753 | { |
---|
754 | case Playable::Full3D: |
---|
755 | /* |
---|
756 | if (State::getCameraNode != NULL) |
---|
757 | { |
---|
758 | Vector absCoor = this->getAbsCoor(); |
---|
759 | this->setParent(PNode::getNullParent()); |
---|
760 | this->setAbsCoor(absCoor); |
---|
761 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
---|
762 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
---|
763 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
---|
764 | State::getCameraTargetNode()->setRelCoorSoft(100, 0,0); |
---|
765 | |
---|
766 | } |
---|
767 | */ |
---|
768 | //break; |
---|
769 | |
---|
770 | break; |
---|
771 | case Playable::Horizontal: |
---|
772 | if (State::getCameraNode != NULL) |
---|
773 | { |
---|
774 | this->debugNode(1); |
---|
775 | this->travelNode->debugNode(1); |
---|
776 | |
---|
777 | this->travelNode->setAbsCoor(this->getAbsCoor()); |
---|
778 | this->travelNode->updateNode(0.01f); |
---|
779 | |
---|
780 | this->isTravelDistanceInit = false; |
---|
781 | |
---|
782 | if(this->entityTrack) |
---|
783 | this->travelNode->setParent(this->entityTrack->getTrackNode()); |
---|
784 | |
---|
785 | this->setParent(this->travelNode); |
---|
786 | this->setRelCoor(0,0,0); |
---|
787 | |
---|
788 | State::getCameraNode()->setParentSoft(this->travelNode); |
---|
789 | //State::getCameraNode()->setParentSoft(this); |
---|
790 | //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0); |
---|
791 | State::getCameraTargetNode()->setParentSoft(this->travelNode); |
---|
792 | //State::getCameraTargetNode()->setParentSoft(this); |
---|
793 | //State::getCameraTargetNode()->setRelCoorSoft(0,0,0); |
---|
794 | this->setCameraMode(Camera::ViewTop); |
---|
795 | State::getCamera()->setEventHandling(false); |
---|
796 | registerEvent(KeyMapper::PEV_VIEW0); |
---|
797 | registerEvent(KeyMapper::PEV_VIEW1); |
---|
798 | registerEvent(KeyMapper::PEV_VIEW2); |
---|
799 | registerEvent(KeyMapper::PEV_VIEW3); |
---|
800 | registerEvent(KeyMapper::PEV_VIEW4); |
---|
801 | registerEvent(KeyMapper::PEV_VIEW5); |
---|
802 | |
---|
803 | State::getCamera()->setParentMode(PNODE_ALL); |
---|
804 | |
---|
805 | //this->updateTravelDistance(); |
---|
806 | |
---|
807 | this->debugNode(1); |
---|
808 | this->travelNode->debugNode(1); |
---|
809 | } |
---|
810 | break; |
---|
811 | |
---|
812 | |
---|
813 | case Playable::Vertical: |
---|
814 | { |
---|
815 | this->travelNode->setAbsCoor(this->getAbsCoor()); |
---|
816 | this->travelNode->updateNode(0.01f); |
---|
817 | |
---|
818 | this->isTravelDistanceInit = false; |
---|
819 | |
---|
820 | if(this->entityTrack) |
---|
821 | this->travelNode->setParent(this->entityTrack->getTrackNode()); |
---|
822 | |
---|
823 | this->setParent(this->travelNode); |
---|
824 | this->setRelCoor(0,0,0); |
---|
825 | |
---|
826 | State::getCameraNode()->setParentSoft(this->travelNode); |
---|
827 | //State::getCameraNode()->setParentSoft(this); |
---|
828 | //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0); |
---|
829 | State::getCameraTargetNode()->setParentSoft(this->travelNode); |
---|
830 | //State::getCameraTargetNode()->setParentSoft(this); |
---|
831 | //State::getCameraTargetNode()->setRelCoorSoft(0,0,0); |
---|
832 | //this->setCameraMode(Camera::ViewNormal); |
---|
833 | State::getCamera()->setEventHandling(false); |
---|
834 | |
---|
835 | PRINTF(0)("\n\n\n\n\n\n\n\nSETCAMERA %x\n\n\n\n\n\n\n", State::getCamera()); |
---|
836 | State::getCamera()->setViewMode(Camera::ViewNormal); |
---|
837 | State::getCameraTargetNode()->setParent(this); |
---|
838 | State::getCamera()->setParent(this); |
---|
839 | |
---|
840 | |
---|
841 | |
---|
842 | registerEvent(KeyMapper::PEV_VIEW0); |
---|
843 | registerEvent(KeyMapper::PEV_VIEW1); |
---|
844 | registerEvent(KeyMapper::PEV_VIEW2); |
---|
845 | registerEvent(KeyMapper::PEV_VIEW3); |
---|
846 | registerEvent(KeyMapper::PEV_VIEW4); |
---|
847 | registerEvent(KeyMapper::PEV_VIEW5); |
---|
848 | |
---|
849 | State::getCamera()->setParentMode(PNODE_ALL); |
---|
850 | |
---|
851 | break; |
---|
852 | } |
---|
853 | |
---|
854 | default: |
---|
855 | PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); |
---|
856 | } |
---|
857 | } |
---|
858 | |
---|
859 | /** |
---|
860 | * @brief calculate the velocity |
---|
861 | * @param time the timeslice since the last frame |
---|
862 | */ |
---|
863 | |
---|
864 | void SpaceShip::movement (float dt) |
---|
865 | { |
---|
866 | //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so |
---|
867 | //the ship doesn't slide too much. |
---|
868 | float airCoeff = 2.5; |
---|
869 | float pi = 3.14; |
---|
870 | |
---|
871 | switch(this->getPlaymode()) |
---|
872 | { |
---|
873 | case Playable::Horizontal: |
---|
874 | { |
---|
875 | // these routines will change the travel movement into zero in a short amout of time, if the player |
---|
876 | // doesn't press any buttons. |
---|
877 | if (this->travelVelocity.x >= 0) |
---|
878 | { |
---|
879 | if (this->travelVelocity.x > airCoeff*this->acceleration * dt) |
---|
880 | this->travelVelocity.x -= airCoeff* this->acceleration * dt; |
---|
881 | else |
---|
882 | this->travelVelocity.x = 0; |
---|
883 | } |
---|
884 | else |
---|
885 | { |
---|
886 | if (this->travelVelocity.x < -airCoeff*this->acceleration * dt) |
---|
887 | this->travelVelocity.x += airCoeff* this->acceleration * dt; |
---|
888 | else |
---|
889 | this->travelVelocity.x = 0; |
---|
890 | } |
---|
891 | if (this->travelVelocity.z >= 0) |
---|
892 | { |
---|
893 | if (this->travelVelocity.z > airCoeff*this->acceleration * dt) |
---|
894 | this->travelVelocity.z -= airCoeff* this->acceleration * dt; |
---|
895 | else |
---|
896 | this->travelVelocity.z = 0; |
---|
897 | } |
---|
898 | else |
---|
899 | { |
---|
900 | if (this->travelVelocity.z < -airCoeff*this->acceleration * dt) |
---|
901 | this->travelVelocity.z += airCoeff* this->acceleration * dt; |
---|
902 | else |
---|
903 | this->travelVelocity.z = 0; |
---|
904 | } |
---|
905 | |
---|
906 | // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons |
---|
907 | // and its continuing to slide a bit. |
---|
908 | Vector oldCoor = this->getRelCoor(); |
---|
909 | if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z); |
---|
910 | if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z); |
---|
911 | if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y); |
---|
912 | if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y); |
---|
913 | |
---|
914 | if( this->systemFailure() ) |
---|
915 | bForward = bBackward = bLeft = bRight = false; |
---|
916 | |
---|
917 | if( this->bForward ) |
---|
918 | { |
---|
919 | //printf("ShipCoorX: %f \n", this->getRelCoor().x); |
---|
920 | if(this->getRelCoor().x < this->travelDistancePlus.x) |
---|
921 | { |
---|
922 | if (this->travelVelocity.x < this->travelSpeed) |
---|
923 | { |
---|
924 | this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt; |
---|
925 | } |
---|
926 | else |
---|
927 | { |
---|
928 | this->travelVelocity.x = this->travelSpeed; |
---|
929 | } |
---|
930 | } |
---|
931 | else |
---|
932 | { |
---|
933 | this->travelVelocity.x = 0.0f; |
---|
934 | } |
---|
935 | } |
---|
936 | |
---|
937 | if( this->bBackward ) |
---|
938 | { |
---|
939 | if(this->getRelCoor().x > this->travelDistanceMinus.x) |
---|
940 | { |
---|
941 | if (this->travelVelocity.x > -this->travelSpeed) |
---|
942 | { |
---|
943 | this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt; |
---|
944 | } |
---|
945 | else |
---|
946 | { |
---|
947 | this->travelVelocity.x = -this->travelSpeed; |
---|
948 | } |
---|
949 | } |
---|
950 | else |
---|
951 | { |
---|
952 | this->travelVelocity.x = 0.0f; |
---|
953 | } |
---|
954 | } |
---|
955 | |
---|
956 | if( this->bLeft) |
---|
957 | { |
---|
958 | if(this->getRelCoor().z > this->travelDistanceMinus.y) |
---|
959 | { |
---|
960 | if (this->travelVelocity.z > -this->travelSpeed) |
---|
961 | { |
---|
962 | this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt; |
---|
963 | } |
---|
964 | else |
---|
965 | { |
---|
966 | this->travelVelocity.z = -this->travelSpeed; |
---|
967 | } |
---|
968 | } |
---|
969 | else |
---|
970 | { |
---|
971 | this->travelVelocity.z = 0.0f; |
---|
972 | } |
---|
973 | this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6); |
---|
974 | } |
---|
975 | |
---|
976 | if( this->bRight) |
---|
977 | { |
---|
978 | //printf("ShipCoorZ: %f \n", this->getRelCoor().z); |
---|
979 | if(this->getRelCoor().z < this->travelDistancePlus.y) |
---|
980 | { |
---|
981 | if (this->travelVelocity.z < this->travelSpeed) |
---|
982 | { |
---|
983 | this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt; |
---|
984 | } |
---|
985 | else |
---|
986 | { |
---|
987 | this->travelVelocity.z = this->travelSpeed; |
---|
988 | } |
---|
989 | } |
---|
990 | else |
---|
991 | { |
---|
992 | this->travelVelocity.z = 0.0f; |
---|
993 | } |
---|
994 | this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6); |
---|
995 | } |
---|
996 | if (!this->bRight && !this->bLeft) |
---|
997 | { |
---|
998 | this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6); |
---|
999 | } |
---|
1000 | |
---|
1001 | //normalisation of the vectors (vector sum must be <= travelspeed) |
---|
1002 | float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2)); |
---|
1003 | if (xzNorm > this->travelSpeed) |
---|
1004 | { |
---|
1005 | this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed; |
---|
1006 | this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed; |
---|
1007 | } |
---|
1008 | |
---|
1009 | //this moves camera and ship along the travel path. |
---|
1010 | if(!this->entityTrack) |
---|
1011 | this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0)); |
---|
1012 | |
---|
1013 | break; |
---|
1014 | } |
---|
1015 | case Playable::Vertical: |
---|
1016 | { |
---|
1017 | if ( !entityTrack || !entityTrack->getActionBox() ) |
---|
1018 | { |
---|
1019 | break; |
---|
1020 | } |
---|
1021 | ActionBox * box = entityTrack->getActionBox(); |
---|
1022 | |
---|
1023 | this->travelVelocity = Vector(0, 0, 0); |
---|
1024 | float ssss = 50; |
---|
1025 | if ( this->bForward ) |
---|
1026 | { |
---|
1027 | this->travelVelocity += Vector( 0, ssss, 0 ); |
---|
1028 | } |
---|
1029 | if ( this->bBackward ) |
---|
1030 | { |
---|
1031 | this->travelVelocity += Vector( 0, -ssss, 0 ); |
---|
1032 | } |
---|
1033 | if ( this->bLeft ) |
---|
1034 | { |
---|
1035 | this->travelVelocity += Vector( 0, 0, -ssss ); |
---|
1036 | } |
---|
1037 | if ( this->bRight ) |
---|
1038 | { |
---|
1039 | this->travelVelocity += Vector( 0, 0, ssss ); |
---|
1040 | } |
---|
1041 | |
---|
1042 | Vector ds = this->travelVelocity*dt; |
---|
1043 | Vector newPos = this->getRelCoor() + ds; |
---|
1044 | if ( newPos.y < -(box->getHeight_2()) || newPos.y > box->getHeight_2() ) |
---|
1045 | { |
---|
1046 | this->travelVelocity.y = 0; |
---|
1047 | } |
---|
1048 | if ( newPos.z > box->getWidth_2() || newPos.z < -(box->getWidth_2()) ) |
---|
1049 | { |
---|
1050 | this->travelVelocity.z = 0; |
---|
1051 | } |
---|
1052 | } |
---|
1053 | break; |
---|
1054 | default: |
---|
1055 | PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); |
---|
1056 | } |
---|
1057 | //set new coordinates calculated through key- events. |
---|
1058 | this->shiftCoor (this->travelVelocity * dt); |
---|
1059 | } |
---|
1060 | |
---|
1061 | void SpaceShip::setPlaymodeXML(const std::string& playmode) |
---|
1062 | { |
---|
1063 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
---|
1064 | } |
---|
1065 | |
---|
1066 | /** |
---|
1067 | * @brief jumps to the next WeaponConfiguration |
---|
1068 | */ |
---|
1069 | void SpaceShip::nextWeaponConfig() |
---|
1070 | { |
---|
1071 | PRINTF(0)("Requested next weapon config!\n"); |
---|
1072 | this->weaponMan.nextWeaponConfig(); |
---|
1073 | Playable::weaponConfigChanged(); |
---|
1074 | } |
---|
1075 | |
---|
1076 | /** |
---|
1077 | * @brief moves to the last WeaponConfiguration |
---|
1078 | */ |
---|
1079 | void SpaceShip::previousWeaponConfig() |
---|
1080 | { |
---|
1081 | /* |
---|
1082 | this->curWeaponPrimary = (this->curWeaponPrimary + 1) % 3; |
---|
1083 | this->weaponMan.changeWeaponConfig(this->curWeaponPrimary); |
---|
1084 | */ |
---|
1085 | this->weaponMan.previousWeaponConfig(); |
---|
1086 | Playable::weaponConfigChanged(); |
---|
1087 | } |
---|
1088 | |
---|
1089 | void SpaceShip::hit( float damage, WorldEntity* killer) |
---|
1090 | { |
---|
1091 | this->damage(killer->getDamage(),0); |
---|
1092 | } |
---|
1093 | |
---|
1094 | void SpaceShip::updateElectronicWidget() |
---|
1095 | { |
---|
1096 | if (this->electronicWidget != NULL) |
---|
1097 | { //if it exists already: update it |
---|
1098 | this->electronicWidget->setMaximum(this->electronicMax); |
---|
1099 | this->electronicWidget->setValue(this->electronicCur); |
---|
1100 | } |
---|
1101 | else |
---|
1102 | { //create the widget |
---|
1103 | this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical(); |
---|
1104 | this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1)); |
---|
1105 | //this->electronicWidget->setDisplayedName("Electronics:"); |
---|
1106 | //this->electronicWidget->setSize2D(100,20); |
---|
1107 | //this->electronicWidget->setAbsCoor2D(150,200); |
---|
1108 | this->updateElectronicWidget(); |
---|
1109 | if (this->hasPlayer()) |
---|
1110 | State::getPlayer()->hud().setEnergyWidget(this->electronicWidget); |
---|
1111 | } |
---|
1112 | } |
---|
1113 | |
---|
1114 | void SpaceShip::updateShieldWidget() |
---|
1115 | { |
---|
1116 | if (this->shieldWidget != NULL) |
---|
1117 | { |
---|
1118 | this->shieldWidget->setMaximum(this->shieldMax); |
---|
1119 | this->shieldWidget->setValue(this->shieldCur);; |
---|
1120 | } |
---|
1121 | else |
---|
1122 | { |
---|
1123 | this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical(); |
---|
1124 | this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1)); |
---|
1125 | //this->shieldWidget->setDisplayedName("Shield:"); |
---|
1126 | //his->shieldWidget->setSize2D(100,20); |
---|
1127 | //this->shieldWidget->setAbsCoor2D(200,200); |
---|
1128 | this->updateShieldWidget(); |
---|
1129 | if (this->hasPlayer()) |
---|
1130 | State::getPlayer()->hud().setShiledWidget(this->shieldWidget); |
---|
1131 | } |
---|
1132 | } |
---|
1133 | |
---|
1134 | void SpaceShip::setCameraDistance(float dist) |
---|
1135 | { |
---|
1136 | Camera* c = State::getCamera(); |
---|
1137 | c->setViewTopDistance(dist); |
---|
1138 | |
---|
1139 | if (this->hasPlayer()) |
---|
1140 | this->isTravelDistanceInit = false; |
---|
1141 | } |
---|
1142 | |
---|
1143 | void SpaceShip::setCameraFovy(float fovy) |
---|
1144 | { |
---|
1145 | |
---|
1146 | Camera* c = State::getCamera(); |
---|
1147 | c->setViewTopFovy(fovy); |
---|
1148 | |
---|
1149 | if (this->hasPlayer()) |
---|
1150 | this->isTravelDistanceInit = false; |
---|
1151 | } |
---|
1152 | |
---|
1153 | void SpaceShip::updateTravelDistance() |
---|
1154 | { |
---|
1155 | |
---|
1156 | Camera* c = State::getCamera(); |
---|
1157 | |
---|
1158 | float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0); |
---|
1159 | float y = x / c->getAspectRatio() / this->actionWidthPercentage; |
---|
1160 | //State::getCamera()->setAbsCoor(-5, 1000, 0); |
---|
1161 | |
---|
1162 | |
---|
1163 | //State::getCamera()->getAbsCoor().print(); |
---|
1164 | //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y); |
---|
1165 | |
---|
1166 | //printf("x: %f, y: %f \n", x, y); |
---|
1167 | this->travelDistancePlus = Vector2D(y, x); |
---|
1168 | this->travelDistanceMinus = Vector2D(-y, -x); |
---|
1169 | |
---|
1170 | State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage)); |
---|
1171 | // PRINTF(0)("TravelDistance has been updated\n"); |
---|
1172 | this->isTravelDistanceInit = true; |
---|
1173 | } |
---|
1174 | |
---|
1175 | void SpaceShip::setActionWidthPercentage(int i) |
---|
1176 | { |
---|
1177 | if (i>100) i=100; |
---|
1178 | if (i<0) i=0; |
---|
1179 | this->actionWidthPercentage = i/100.0; |
---|
1180 | |
---|
1181 | if (this->hasPlayer()) |
---|
1182 | this->isTravelDistanceInit = false; |
---|
1183 | }; |
---|
1184 | |
---|
1185 | // void SpaceShip::addWeaponToSlot(int wm, int config, int slot, const std::string& weaponName){ |
---|
1186 | // if (wm == 1) { this->weaponMan.addWeapon( Weapon::createWeapon( weaponName ), config, slot); } |
---|
1187 | // if (wm == 1) { this->weaponMan.addWeapon( Weapon::createWeapon( weaponName ), config, slot); } |
---|
1188 | // else return; |
---|
1189 | // } |
---|
1190 | |
---|