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