| 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/turret.h" |
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| 26 | #include "weapons/cannon.h" |
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| 27 | |
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| 28 | #include "dot_emitter.h" |
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| 29 | #include "sprite_particles.h" |
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| 30 | |
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| 31 | #include "util/loading/factory.h" |
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| 32 | #include "key_mapper.h" |
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| 33 | |
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| 34 | #include "network_game_manager.h" |
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| 35 | #include "shared_network_data.h" |
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| 36 | |
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| 37 | #include "power_ups/weapon_power_up.h" |
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| 38 | #include "power_ups/param_power_up.h" |
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| 39 | |
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| 40 | #include "graphics_engine.h" |
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| 41 | |
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| 42 | #include "plane.h" |
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| 43 | |
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| 44 | #include "state.h" |
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| 45 | #include "player.h" |
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| 46 | |
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| 47 | #include "util/loading/load_param.h" |
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| 48 | |
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| 49 | |
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| 50 | // #include "lib/gui/gl_gui/glgui_bar.h" |
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| 51 | // #include "lib/gui/gl_gui/glgui_pushbutton.h" |
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| 52 | |
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| 53 | |
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| 54 | using namespace std; |
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| 55 | |
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| 56 | CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP); |
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| 57 | |
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| 58 | |
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| 59 | /** |
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| 60 | * destructs the spaceship, deletes alocated memory |
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| 61 | */ |
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| 62 | SpaceShip::~SpaceShip () |
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| 63 | { |
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| 64 | this->setPlayer(NULL); |
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| 65 | } |
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| 66 | |
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| 67 | /** |
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| 68 | * loads a Spaceships information from a specified file. |
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| 69 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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| 70 | */ |
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| 71 | SpaceShip::SpaceShip(const std::string& fileName) |
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| 72 | { |
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| 73 | this->init(); |
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| 74 | TiXmlDocument doc(fileName); |
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| 75 | |
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| 76 | if(!doc.LoadFile()) |
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| 77 | { |
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| 78 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
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| 79 | return; |
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| 80 | } |
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| 81 | |
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| 82 | this->loadParams(doc.RootElement()); |
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| 83 | } |
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| 84 | |
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| 85 | /** |
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| 86 | * creates a new Spaceship from Xml Data |
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| 87 | * @param root the xml element containing spaceship data |
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| 88 | |
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| 89 | @todo add more parameters to load |
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| 90 | */ |
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| 91 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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| 92 | { |
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| 93 | this->init(); |
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| 94 | if (root != NULL) |
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| 95 | this->loadParams(root); |
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| 96 | |
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| 97 | } |
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| 98 | |
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| 99 | |
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| 100 | /** |
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| 101 | * initializes a Spaceship |
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| 102 | */ |
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| 103 | void SpaceShip::init() |
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| 104 | { |
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| 105 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 106 | this->setClassID(CL_SPACE_SHIP, "SpaceShip"); |
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| 107 | |
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| 108 | PRINTF(4)("SPACESHIP INIT\n"); |
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| 109 | |
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| 110 | //weapons: |
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| 111 | Weapon* wpRight = new TestGun(0); |
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| 112 | wpRight->setName("testGun Right"); |
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| 113 | Weapon* wpLeft = new TestGun(1); |
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| 114 | wpLeft->setName("testGun Left"); |
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| 115 | //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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| 116 | |
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| 117 | //cannon->setName("BFG"); |
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| 118 | |
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| 119 | this->addWeapon(wpLeft, 1, 0); |
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| 120 | this->addWeapon(wpRight,1 ,1); |
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| 121 | //this->addWeapon(cannon, 0, 6); |
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| 122 | |
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| 123 | this->getWeaponManager().changeWeaponConfig(1); |
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| 124 | |
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| 125 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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| 126 | |
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| 127 | xMouse = yMouse = 0; |
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| 128 | yInvert = 1; |
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| 129 | mouseSensitivity = 0.001; |
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| 130 | airViscosity = 0.9; |
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| 131 | controlVelocityX = 25; |
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| 132 | controlVelocityY = 150; |
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| 133 | shipInertia = 1.5; |
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| 134 | // cycle = 0.0; |
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| 135 | |
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| 136 | this->setHealthMax(100); |
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| 137 | this->setHealth(80); |
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| 138 | |
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| 139 | travelSpeed = 0.0; |
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| 140 | acceleration = 3; |
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| 141 | this->velocity = this->getAbsDirX()*travelSpeed; |
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| 142 | this->mouseDir = this->getAbsDir(); |
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| 143 | this->pitchDir = this->getAbsDir(); |
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| 144 | |
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| 145 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 146 | // button->show(); |
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| 147 | // button->setLabel("orxonox"); |
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| 148 | // button->setBindNode(this); |
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| 149 | // GLGuiBar* bar = new GLGuiBar(); |
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| 150 | // bar->show(); |
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| 151 | // bar->setValue(7.0); |
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| 152 | // bar->setMaximum(10); |
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| 153 | // bar->setSize2D( 20, 100); |
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| 154 | // bar->setAbsCoor2D( 10, 200); |
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| 155 | |
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| 156 | //add events to the eventlist |
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| 157 | registerEvent(KeyMapper::PEV_FORWARD); |
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| 158 | registerEvent(KeyMapper::PEV_BACKWARD); |
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| 159 | registerEvent(KeyMapper::PEV_LEFT); |
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| 160 | registerEvent(KeyMapper::PEV_RIGHT); |
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| 161 | //registerEvent(SDLK_q); |
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| 162 | //registerEvent(SDLK_e); |
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| 163 | registerEvent(KeyMapper::PEV_FIRE1); |
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| 164 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 165 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 166 | //registerEvent(SDLK_PAGEUP); |
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| 167 | //registerEvent(SDLK_PAGEDOWN); |
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| 168 | registerEvent(EV_MOUSE_MOTION); |
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| 169 | |
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| 170 | this->getWeaponManager().setSlotCount(7); |
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| 171 | |
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| 172 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 173 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 174 | |
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| 175 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 176 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 177 | |
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| 178 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 179 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 180 | |
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| 181 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 182 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 183 | |
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| 184 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 185 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 186 | |
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| 187 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 188 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 189 | // |
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| 190 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 191 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 192 | // |
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| 193 | // this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 194 | // this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 195 | // |
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| 196 | // this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 197 | // this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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| 198 | |
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| 199 | this->getWeaponManager().getFixedTarget()->setParent(this); |
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| 200 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
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| 201 | |
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| 202 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 203 | |
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| 204 | this->burstEmitter = new DotEmitter(200, 0.0, .01); |
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| 205 | this->burstEmitter->setParent(this); |
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| 206 | this->burstEmitter->setRelCoor(-1, .5, 0); |
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| 207 | this->burstEmitter->setName("SpaceShip_Burst_emitter"); |
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| 208 | |
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| 209 | this->burstSystem = new SpriteParticles(1000); |
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| 210 | this->burstSystem->addEmitter(this->burstEmitter); |
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| 211 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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| 212 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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| 213 | this->burstSystem->setLifeSpan(1.0, .3); |
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| 214 | this->burstSystem->setRadius(0.0, 1.0); |
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| 215 | this->burstSystem->setRadius(0.05, 1.0); |
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| 216 | this->burstSystem->setRadius(.5, .8); |
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| 217 | this->burstSystem->setRadius(1.0, 0); |
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| 218 | this->burstSystem->setColor(0.0, .7,.7,1,.7); |
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| 219 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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| 220 | this->burstSystem->setColor(0.5, .5,.5,.8,.8); |
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| 221 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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| 222 | |
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| 223 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity" ) ); |
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| 224 | registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) ); |
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| 225 | |
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| 226 | registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) ); |
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| 227 | registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) ); |
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| 228 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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| 229 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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| 230 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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| 231 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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| 232 | registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) ); |
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| 233 | registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) ); |
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| 234 | } |
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| 235 | |
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| 236 | |
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| 237 | /** |
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| 238 | * loads the Settings of a SpaceShip from an XML-element. |
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| 239 | * @param root the XML-element to load the Spaceship's properties from |
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| 240 | */ |
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| 241 | void SpaceShip::loadParams(const TiXmlElement* root) |
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| 242 | { |
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| 243 | Playable::loadParams(root); |
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| 244 | } |
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| 245 | |
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| 246 | void SpaceShip::setPlayDirection(const Quaternion& quat, float speed) |
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| 247 | { |
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| 248 | this->mouseDir = quat; |
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| 249 | } |
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| 250 | |
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| 251 | |
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| 252 | void SpaceShip::reset() |
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| 253 | { |
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| 254 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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| 255 | |
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| 256 | xMouse = yMouse = 0; |
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| 257 | |
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| 258 | this->setHealth(80); |
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| 259 | this->velocity = Vector(0.0, 0.0, 0.0); |
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| 260 | } |
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| 261 | |
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| 262 | |
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| 263 | void SpaceShip::enter() |
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| 264 | { |
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| 265 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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| 266 | this->attachCamera(); |
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| 267 | } |
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| 268 | |
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| 269 | void SpaceShip::leave() |
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| 270 | { |
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| 271 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 272 | this->detachCamera(); |
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| 273 | } |
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| 274 | |
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| 275 | |
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| 276 | /** |
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| 277 | * effect that occurs after the SpaceShip is spawned |
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| 278 | */ |
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| 279 | void SpaceShip::postSpawn () |
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| 280 | { |
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| 281 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 282 | } |
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| 283 | |
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| 284 | /** |
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| 285 | * the action occuring if the spaceship left the game |
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| 286 | */ |
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| 287 | void SpaceShip::leftWorld () |
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| 288 | {} |
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| 289 | |
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| 290 | WorldEntity* ref = NULL; |
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| 291 | /** |
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| 292 | * this function is called, when two entities collide |
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| 293 | * @param entity: the world entity with whom it collides |
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| 294 | * |
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| 295 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 296 | */ |
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| 297 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
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| 298 | { |
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| 299 | Playable::collidesWith(entity, location); |
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| 300 | |
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| 301 | if( entity->isA(CL_PROJECTILE) && entity != ref) |
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| 302 | { |
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| 303 | if ( isServer() ) |
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| 304 | { |
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| 305 | //TODO handle this |
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| 306 | } |
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| 307 | } |
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| 308 | PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 309 | } |
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| 310 | |
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| 311 | /** |
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| 312 | * draws the spaceship after transforming it. |
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| 313 | */ |
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| 314 | void SpaceShip::draw () const |
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| 315 | { |
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| 316 | WorldEntity::draw(); |
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| 317 | |
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| 318 | //this->debug(0); |
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| 319 | } |
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| 320 | |
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| 321 | /** |
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| 322 | * the function called for each passing timeSnap |
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| 323 | * @param time The timespan passed since last update |
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| 324 | */ |
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| 325 | void SpaceShip::tick (float time) |
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| 326 | { |
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| 327 | Playable::tick(time); |
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| 328 | |
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| 329 | if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) |
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| 330 | { |
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| 331 | if (xMouse > controlVelocityX) xMouse = controlVelocityX; |
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| 332 | else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX; |
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| 333 | if (yMouse > controlVelocityY) yMouse = controlVelocityY; |
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| 334 | else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY; |
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| 335 | |
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| 336 | pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0))); |
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| 337 | |
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| 338 | mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir); |
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| 339 | xMouse = yMouse = 0; |
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| 340 | } |
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| 341 | |
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| 342 | |
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| 343 | // if( this != State::getPlayer()->getControllable()) |
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| 344 | // return; |
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| 345 | |
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| 346 | // spaceship controlled movement |
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| 347 | //if (this->getOwner() == this->getHostID()) |
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| 348 | this->calculateVelocity(time); |
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| 349 | |
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| 350 | |
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| 351 | Vector move = velocity*time; |
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| 352 | |
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| 353 | //orient the velocity in the direction of the spaceship. |
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| 354 | travelSpeed = velocity.len(); |
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| 355 | velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; |
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| 356 | velocity = (velocity.getNormalized())*travelSpeed; |
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| 357 | this->burstEmitter->setEmissionRate(travelSpeed); |
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| 358 | this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1); |
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| 359 | |
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| 360 | //orient the spaceship in direction of the mouse |
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| 361 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia); |
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| 362 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
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| 363 | this->setAbsDir( rotQuat); |
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| 364 | //this->setAbsDirSoft(mouseDir,5); |
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| 365 | |
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| 366 | // this is the air friction (necessary for a smooth control) |
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| 367 | if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001; |
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| 368 | else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001; |
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| 369 | |
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| 370 | //other physics (gravity) |
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| 371 | //if(travelSpeed < 120) |
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| 372 | //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time; |
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| 373 | |
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| 374 | //hoover effect |
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| 375 | //cycle += time; |
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| 376 | //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
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| 377 | |
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| 378 | //readjust |
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| 379 | //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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| 380 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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| 381 | |
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| 382 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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| 383 | |
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| 384 | this->shiftCoor(move); |
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| 385 | |
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| 386 | |
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| 387 | } |
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| 388 | |
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| 389 | /** |
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| 390 | * calculate the velocity |
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| 391 | * @param time the timeslice since the last frame |
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| 392 | */ |
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| 393 | void SpaceShip::calculateVelocity (float time) |
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| 394 | { |
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| 395 | Vector accel(0.0, 0.0, 0.0); |
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| 396 | /* |
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| 397 | Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter |
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| 398 | */ |
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| 399 | //float rotVal = 0.0; |
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| 400 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 401 | /* calculate the direction in which the craft is heading */ |
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| 402 | |
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| 403 | //Plane plane(Vector(0,1,0), Vector(0,0,0)); |
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| 404 | |
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| 405 | if( this->bUp ) |
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| 406 | { |
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| 407 | //this->shiftCoor(this->getAbsDirX()); |
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| 408 | //accel += (this->getAbsDirX())*2; |
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| 409 | accel += (this->getAbsDirX())*acceleration; |
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| 410 | |
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| 411 | } |
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| 412 | |
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| 413 | if( this->bDown ) |
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| 414 | { |
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| 415 | //this->shiftCoor((this->getAbsDirX())*-1); |
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| 416 | //accel -= (this->getAbsDirX())*2; |
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| 417 | //if(velocity.len() > 50) |
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| 418 | accel -= (this->getAbsDirX())*0.5*acceleration; |
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| 419 | |
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| 420 | |
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| 421 | |
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| 422 | } |
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| 423 | |
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| 424 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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| 425 | { |
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| 426 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 427 | // accel -= rightDirection; |
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| 428 | //velocityDir.normalize(); |
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| 429 | //rot +=Vector(1,0,0); |
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| 430 | //rotVal -= .4; |
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| 431 | } |
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| 432 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 433 | { |
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| 434 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 435 | |
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| 436 | // accel += rightDirection; |
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| 437 | //velocityDir.normalize(); |
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| 438 | //rot += Vector(1,0,0); |
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| 439 | //rotVal += .4; |
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| 440 | } |
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| 441 | |
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| 442 | |
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| 443 | if( this->bRollL /* > -this->getRelCoor().z*2*/) |
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| 444 | { |
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| 445 | mouseDir *= Quaternion(-time*2, Vector(1,0,0)); |
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| 446 | // accel -= rightDirection; |
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| 447 | //velocityDir.normalize(); |
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| 448 | //rot +=Vector(1,0,0); |
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| 449 | //rotVal -= .4; |
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| 450 | } |
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| 451 | if( this->bRollR /* > this->getRelCoor().z*2*/) |
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| 452 | { |
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| 453 | mouseDir *= Quaternion(time*2, Vector(1,0,0)); |
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| 454 | |
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| 455 | // accel += rightDirection; |
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| 456 | //velocityDir.normalize(); |
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| 457 | //rot += Vector(1,0,0); |
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| 458 | //rotVal += .4; |
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| 459 | } |
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| 460 | if (this->bAscend ) |
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| 461 | { |
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| 462 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 463 | |
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| 464 | // accel += upDirection; |
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| 465 | //velocityDir.normalize(); |
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| 466 | //rot += Vector(0,0,1); |
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| 467 | //rotVal += .4; |
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| 468 | } |
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| 469 | if (this->bDescend ) |
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| 470 | { |
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| 471 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 472 | |
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| 473 | // accel -= upDirection; |
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| 474 | //velocityDir.normalize(); |
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| 475 | //rot += Vector(0,0,1); |
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| 476 | //rotVal -= .4; |
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| 477 | } |
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| 478 | |
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| 479 | velocity += accel*time*10; |
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| 480 | //rot.normalize(); |
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| 481 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 482 | } |
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| 483 | |
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| 484 | /** |
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| 485 | * @todo switch statement ?? |
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| 486 | */ |
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| 487 | void SpaceShip::process(const Event &event) |
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| 488 | { |
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| 489 | Playable::process(event); |
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| 490 | |
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| 491 | if( event.type == KeyMapper::PEV_LEFT) |
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| 492 | this->bRollL = event.bPressed; |
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| 493 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 494 | this->bRollR = event.bPressed; |
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| 495 | else if( event.type == KeyMapper::PEV_FORWARD) |
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| 496 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 497 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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| 498 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 499 | else if( event.type == EV_MOUSE_MOTION) |
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| 500 | { |
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| 501 | this->xMouse += event.xRel; |
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| 502 | this->yMouse += event.yRel; |
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| 503 | } |
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| 504 | } |
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| 505 | |
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| 506 | |
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| 507 | |
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| 508 | |
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