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