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