[7346] | 1 | /*! |
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| 2 | * @file space_ship.h |
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| 3 | * Implements the Control of a Spaceship |
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[10368] | 4 | * Space Ships are the core class for all types of ships in Orxonox |
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| 5 | * By default is on OM_GROUP_00 |
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| 6 | * If player boards the ship, it is moved to OM_GROUP_01 |
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[7346] | 7 | */ |
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| 8 | |
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| 9 | #ifndef _SPACE_SHIP_H |
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| 10 | #define _SPACE_SHIP_H |
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| 11 | |
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| 12 | #include "playable.h" |
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| 13 | #include "extendable.h" |
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[10670] | 14 | #include "world_entity.h" |
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[7346] | 15 | |
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| 16 | // Forward Declaration |
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| 17 | template<class T> class tList; |
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| 18 | class Vector; |
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| 19 | class Event; |
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| 20 | class ParticleEmitter; |
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| 21 | class ParticleSystem; |
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[10368] | 22 | class Trail; |
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| 23 | class Wobblegrid; |
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[7346] | 24 | |
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| 25 | class SpaceShip : public Playable |
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| 26 | { |
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[9869] | 27 | ObjectListDeclaration(SpaceShip); |
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[7346] | 28 | |
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| 29 | public: |
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| 30 | SpaceShip(const std::string& fileName); |
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| 31 | SpaceShip(const TiXmlElement* root = NULL); |
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| 32 | virtual ~SpaceShip(); |
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| 33 | |
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| 34 | virtual void loadParams(const TiXmlElement* root); |
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| 35 | |
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| 36 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f); |
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[10368] | 37 | /* |
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| 38 | void setTravelHeight(float travelHeight); |
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| 39 | void setTravelDistance(const Vector2D& distance); |
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| 40 | void setTravelDistance(float x, float y); |
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| 41 | */ |
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[7346] | 42 | |
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[10368] | 43 | //void setAirFriction(float friction) { this->airFriction = friction; }; |
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| 44 | |
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[7346] | 45 | virtual void enter(); |
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| 46 | virtual void leave(); |
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| 47 | |
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| 48 | virtual void reset(); |
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| 49 | |
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| 50 | virtual void postSpawn(); |
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| 51 | virtual void leftWorld(); |
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[9869] | 52 | |
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[9235] | 53 | virtual void destroy(WorldEntity* killer); |
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[9008] | 54 | virtual void respawn(); |
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[7346] | 55 | |
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[10368] | 56 | inline Vector getVelocity() { return this->velocity; }; |
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| 57 | |
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[7346] | 58 | virtual void tick(float time); |
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| 59 | virtual void draw() const; |
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| 60 | |
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| 61 | virtual void process(const Event &event); |
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[10368] | 62 | // virtual void hit (WorldEntity* entity, float damage); |
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[7346] | 63 | |
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[10368] | 64 | inline WeaponManager& getWeaponManagerSecondary() { return this->secWeaponMan; }; |
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| 65 | |
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[10660] | 66 | //!< functions for XML loading |
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[10670] | 67 | void setReactor(float output) {this->reactorOutput = output; }; |
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| 68 | void setEngine( float speedBase) {this->engineSpeedBase = speedBase; }; |
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| 69 | void loadEnergyShare(float shield, float weapon, float engine) |
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[10659] | 70 | { float tmp = shield + weapon + engine; if (unlikely (tmp > 1)) { tmp = 1/tmp; } |
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[10670] | 71 | // HACK dirty safety hack, prevents total share being bigger than 1!! |
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[10659] | 72 | this->shieldEnergyShare = shield * tmp; |
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| 73 | this->weaponEnergyShare = weapon * tmp; |
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| 74 | this->engineEnergyShare = engine * tmp; }; |
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| 75 | inline void setWeapon(float regen) { this->weaponEnergyRegen = regen; }; |
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| 76 | |
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[10661] | 77 | void addWeaponToSlot(int wm, int config, int slot, const std::string& weaponName); |
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| 78 | |
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[10368] | 79 | inline PNode* getTravelNode() { return this->travelNode; }; |
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| 80 | |
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| 81 | //damage handler |
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| 82 | virtual void damage(float pDamage, float eDamage); //!< pDamage physical damage, eDamage electronic damage |
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| 83 | |
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| 84 | //included by Michel: |
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| 85 | virtual void enterPlaymode(Playable::Playmode playmode); |
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| 86 | void setPlaymodeXML(const std::string& playmode); //recieves the playmode from a string (useful for script implementation) |
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| 87 | void setActionWidthPercentage(int i); |
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[10516] | 88 | void setTravelSpeed(float f); |
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[10368] | 89 | void updateTravelDistance(); |
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| 90 | virtual void movement (float dt); |
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| 91 | |
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| 92 | |
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[10659] | 93 | |
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[10368] | 94 | void nextWeaponConfig(); |
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| 95 | void previousWeaponConfig(); |
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| 96 | |
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| 97 | virtual void hit(float damage, WorldEntity* killer); |
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[10659] | 98 | |
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[10531] | 99 | void setCameraDistance(float dist); |
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[10368] | 100 | |
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[7346] | 101 | private: |
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| 102 | void init(); |
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| 103 | |
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[10368] | 104 | //void calculateVelocity(float time); |
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[7346] | 105 | |
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[10670] | 106 | // void regen(float time); //!< handler for shield and electronic regeneration |
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[10368] | 107 | |
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| 108 | void weaponRegen(float time); //!< weapon energy regeneration |
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| 109 | |
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[10670] | 110 | // inline bool systemFailure() { return (this->getElectronic() < float(rand())/float(RAND_MAX) * this->getElectronicTH()); }; |
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[10368] | 111 | |
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[10670] | 112 | // void updateElectronicWidget(); |
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| 113 | // void updateShieldWidget(); |
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[10368] | 114 | |
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| 115 | //WeaponManager weaponMan; //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping |
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| 116 | WeaponManager secWeaponMan; //!< the secondary weapon manager: managing a list of special weapons to weapon-slot mapping |
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| 117 | short supportedPlaymodes; //!< What Playmodes are Supported in this Playable. |
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| 118 | Playable::Playmode playmode; //!< The current playmode. |
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| 119 | |
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| 120 | //ship atributes |
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[10670] | 121 | // float shieldCur; //!< current shield |
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| 122 | // float shieldMax; //!< maximum shield |
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| 123 | // float shieldRegen; //!< shield regeneration rate per second |
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| 124 | // float shieldTH; //!< shield threshhold for reactivation |
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| 125 | // bool shieldActive; //!< wheather the shield is working |
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| 126 | // OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar |
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[10368] | 127 | |
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[10669] | 128 | // float armorCur; //!< current armor |
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| 129 | // float armorMax; //!< maximum armor |
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[10670] | 130 | // float armorRegen; //!< armor regeneration per tick (usable on bioships?) |
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[10368] | 131 | //note that the armor widget is set on the health- widget in world- entity (see in player.cc) |
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| 132 | |
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[10670] | 133 | // float electronicCur; //!< current electronic |
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| 134 | // float electronicMax; //!< maximum electronic |
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| 135 | // float electronicRegen; //!< electronic regenration rate per tick |
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| 136 | // float electronicTH; //!< Threshhold for electronic failure |
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| 137 | // OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar |
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[10368] | 138 | |
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| 139 | float engineSpeedCur; //!< speed output for movement = speed base + energy share part |
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| 140 | float engineSpeedBase; //!< speed base |
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| 141 | int enginePowerConsume; //!< energy needed |
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| 142 | float engineEnergyShare; //!< percentage of reactor output |
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[10670] | 143 | float shieldEnergyShare; //!< percentage of reactor output |
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[10368] | 144 | |
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| 145 | int weaponEnergySlot; //!< number of energy weapon slots |
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| 146 | int weaponEnergyUsed; |
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| 147 | float weaponEnergyShare; |
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| 148 | float weaponEnergyRegen; |
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| 149 | int weaponSpecialSlot; //!< number of special weapon slots |
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| 150 | int weaponSpecialUsed; |
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| 151 | |
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| 152 | float reactorOutput; //!< reactor output |
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[10659] | 153 | // float reactorCapacity; //!< reactor capacity |
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[10368] | 154 | |
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| 155 | int curWeaponPrimary; //!< current primary weapon config |
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| 156 | int curWeaponSecondary; //!< current secondary weapon config |
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| 157 | |
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[10671] | 158 | bool bForward; //!< up button pressed. |
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| 159 | bool bBackward; //!< down button pressed. |
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[7346] | 160 | bool bLeft; //!< left button pressed. |
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| 161 | bool bRight; //!< right button pressed. |
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| 162 | bool bAscend; //!< ascend button pressed. |
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| 163 | bool bDescend; //!< descend button presses. |
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| 164 | bool bRollL; //!< rolling button pressed (left) |
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| 165 | bool bRollR; //!< rolling button pressed (right) |
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[10368] | 166 | bool bSecFire; //!< second fire button pressed |
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[7346] | 167 | |
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[10671] | 168 | bool bInit; //!< set true, if MP have been loaded |
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| 169 | |
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[10368] | 170 | /* |
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[7346] | 171 | float xMouse; //!< mouse moved in x-Direction |
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| 172 | float yMouse; //!< mouse moved in y-Direction |
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| 173 | float mouseSensitivity; //!< the mouse sensitivity |
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| 174 | int yInvert; |
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| 175 | int controlVelocityX; |
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| 176 | int controlVelocityY; |
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[10368] | 177 | */ |
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[7346] | 178 | |
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| 179 | Vector velocity; //!< the velocity of the player. |
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[10368] | 180 | Vector oldPos; |
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| 181 | |
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| 182 | // 2D-traveling |
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| 183 | PNode* travelNode; |
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| 184 | float travelSpeed; //!< the current speed of the Ship (to make soft movement) |
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| 185 | Vector travelVelocity; //!< object internal velocity vector for relative movement to the track node |
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| 186 | Vector2D travelDistancePlus; //!< Travel-Distance away from the TravelNode |
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| 187 | Vector2D travelDistanceMinus; |
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| 188 | bool isTravelDistanceInit; |
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| 189 | |
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| 190 | float actionWidthPercentage; |
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| 191 | |
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| 192 | // Camera |
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| 193 | PNode cameraNode; |
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| 194 | float cameraLook; |
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| 195 | float rotation; |
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| 196 | float cameraSpeed; |
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| 197 | |
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[10531] | 198 | |
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[10368] | 199 | void setCameraFovy(float fovy); |
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| 200 | |
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| 201 | /* |
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[7346] | 202 | Quaternion mouseDir; //!< the direction where the player wants to fly |
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| 203 | Quaternion oldMouseDir; //!< the direction where the player wanted to fly |
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| 204 | float shipInertia; //!< the inertia of the ship(how fast the ship reacts to a mouse input) |
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| 205 | Quaternion rotQuat; |
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| 206 | Quaternion pitchDir; |
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[10368] | 207 | float dogdeSpeed; //!< the dogde Speed of the ship. |
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| 208 | */ |
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[7346] | 209 | |
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[10368] | 210 | //Quaternion direction; //!< the direction of the ship. |
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| 211 | float acceleration; //!< the acceleration of the ship. |
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| 212 | //float airFriction; //!< AirFriction. |
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| 213 | //float airViscosity; |
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[7346] | 214 | |
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| 215 | byte oldMask; //!< used for synchronisation |
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[10659] | 216 | /* |
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[10368] | 217 | Trail* trail; //!< Burst trail |
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| 218 | Trail* trailL; //!< Burst trail |
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| 219 | Trail* trailR; //!< Burst trail |
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[10659] | 220 | */ |
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[10368] | 221 | |
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[7346] | 222 | }; |
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| 223 | |
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| 224 | #endif /* _SPACE_SHIPS_H */ |
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