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Changeset 10368 in orxonox.OLD for trunk/src


Ignore:
Timestamp:
Jan 25, 2007, 2:18:07 PM (17 years ago)
Author:
patrick
Message:

merged the branche playability into the trunk

Location:
trunk
Files:
46 edited
44 copied

Legend:

Unmodified
Added
Removed
  • trunk

    • Property svn:ignore
      •  

        old new  
        1010autom4te.cache
        1111aclocal.m4
         12tags
         13test.bmp
         14config.sub
         15config.guess
         16OrxonoxPlayability.kdevses
         17OrxonoxPlayability.kdevelop.pcs
  • trunk/src/lib/coord/p_node.h

    r9869 r10368  
    9898  inline const Vector& getRelCoor () const { return this->prevRelCoordinate; };
    9999  /** @returns the Relative Coordinate Destination */
    100 inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; };
     100  inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; };
    101101  void setAbsCoor (const Vector& absCoord);
    102102  void setAbsCoor (float x, float y, float z);
     
    133133  inline const Quaternion& getRelDir () const { return this->prevRelDirection; };
    134134  /** @returns the Relative Directional Destination */
    135 inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; };
     135  inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; };
    136136  /** @returns a Vector pointing into the relative Direction */
    137137  inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); };
  • trunk/src/lib/graphics/importer/vertex_array_model.cc

    r9869 r10368  
    260260                            ((float)j - (float)resolutionY/2.0)/(float)resolutionY * sizeY);
    261261          this->addNormal(0.0, 1, 0.0);
    262           this->addTexCoor((float)i/(float)resolutionX, (float)j/(float)resolutionY);
     262          this->addTexCoor((float)i/(float)(resolutionY-1), (float)j/(float)(resolutionX-1));
    263263          this->addColor(1.0, 1.0, 1.0);
    264264        }
  • trunk/src/lib/gui/gl/glgui_bar.cc

    r9869 r10368  
    7171
    7272    this->_value = value;
    73     this->_frontRect.setSize((this->getSizeX2D() - borderLeft() - borderRight()) * (_value -_minimum)/ (_minimum + _maximum)
     73    this->_frontRect.setSize((this->getSizeX2D() - borderLeft() - borderRight()) * (_value - _minimum) / (_maximum -_minimum)
    7474        ,this->getSizeY2D() - borderTop() - borderBottom());
    7575  }
     
    9999
    100100    this->_frontRect.setTopLeft(borderLeft(), borderTop());
    101     this->_frontRect.setSize((this->getSizeX2D() - borderLeft() - borderRight()) * (_value -_minimum)/ (_minimum + _maximum)
    102                              ,this->getSizeY2D() - borderTop() - borderBottom());
     101    this->_frontRect.setSize((this->getSizeX2D() - borderLeft() - borderRight()) * (_value - _minimum) / (_maximum -_minimum)
     102        ,this->getSizeY2D() - borderTop() - borderBottom());
    103103
    104104  }
  • trunk/src/lib/gui/gl/glgui_box.cc

    r9869 r10368  
    1818#include "glgui_box.h"
    1919#include <cassert>
     20#include <iostream>
    2021#include "debug.h"
     22#include "network_log.h"
     23
    2124
    2225namespace OrxGui
     
    177180  void GLGuiBox::resize()
    178181  {
    179     if (orientation() == OrxGui::Vertical)
     182    if (this->orientation() == OrxGui::Vertical)
    180183    {
    181184      float height = borderTop();
     
    186189      for (widget = this->_children.begin(); widget != this->_children.end(); ++widget)
    187190      {
    188         (*widget)->setRelCoor2D(borderLeft(), height);
    189         height += (*widget)->getSizeY2D();
    190         width = fmax(width, (*widget)->getSizeX2D());
     191        //float radDir = (*widget)->getAbsDir2D() * 2 * M_PI / 360;
     192        //float realSizeX = fabsf((*widget)->getSizeX2D() * cosf(radDir)) + fabsf((*widget)->getSizeY2D() * sinf(radDir));
     193        //float realSizeY = fabsf((*widget)->getSizeX2D() * sinf(radDir)) + fabsf((*widget)->getSizeY2D() * cosf(radDir));
     194        float realSizeX, realSizeY;
     195        int angleAbs = (int)(*widget)->getAbsDir2D();
     196        int angleRel = (int)(*widget)->getRelDir2D();
     197        //std::cout << "absangle: " << angleAbs << ", relangle: " << angleRel << '\n';
     198        if ((*widget)->getAbsDir2D() == 0 || (*widget)->getAbsDir2D() == 180)
     199        {
     200          realSizeX = (*widget)->getSizeX2D();
     201          realSizeY = (*widget)->getSizeY2D();
     202          //std::cout<<"box vertical, widget 0or180";
     203        }
     204        else if ((*widget)->getAbsDir2D() == 90 || (*widget)->getAbsDir2D() == 270)
     205        {
     206          realSizeX = (*widget)->getSizeY2D();
     207          realSizeY = (*widget)->getSizeX2D();
     208          //std::cout<<"box vertical, widget 90or270";
     209        }
     210
     211        (*widget)->setRelCoor2D(borderLeft(), height + borderTop());
     212        height += realSizeY;
     213        width = fmax(width, realSizeX);
    191214      }
    192215
     
    205228      for (widget = this->_children.begin(); widget != this->_children.end(); ++widget)
    206229      {
     230        //float radDir = (*widget)->getAbsDir2D() * 2 * M_PI / 360;
     231        //std::cout << "size X: " << (*widget)->getSizeX2D() << "size Y: " << (*widget)->getSizeY2D() << '\n';
     232        //float realSizeX = fabsf((*widget)->getSizeX2D() * cosf(radDir)) + fabsf((*widget)->getSizeY2D() * sinf(radDir));
     233        //float realSizeY = fabsf((*widget)->getSizeX2D() * sinf(radDir)) + fabsf((*widget)->getSizeY2D() * cosf(radDir));
     234        float realSizeX, realSizeY;
     235        int angleAbs = (int)(*widget)->getAbsDir2D();
     236        int angleRel = (int)(*widget)->getRelDir2D();
     237        //std::cout << "absangle: " << angleAbs << ", relangle: " << angleRel << '\n';
     238        if ((*widget)->getAbsDir2D() == 0 || (*widget)->getAbsDir2D() == 180)
     239        {
     240          realSizeX = (*widget)->getSizeX2D();
     241          realSizeY = (*widget)->getSizeY2D();
     242          //std::cout<<"box horicontal, widget 0or180";
     243        }
     244        else if ((*widget)->getAbsDir2D() == 90 || (*widget)->getAbsDir2D() == 270)
     245        {
     246          realSizeX = (*widget)->getSizeY2D();
     247          realSizeY = (*widget)->getSizeX2D();
     248          //std::cout<<"box horicontal, widget 90or270";
     249        }
     250
    207251        (*widget)->setRelCoor2D(width, borderTop());
    208         height = fmax(height, (*widget)->getSizeY2D());
    209         width += (*widget)->getSizeX2D();
     252        height = fmax(height, realSizeY);
     253        width += realSizeX;
    210254      }
    211255
  • trunk/src/lib/gui/gl/glgui_widget.cc

    r10317 r10368  
    915915  }
    916916
     917  void GLGuiWidget::beginDraw() const
     918  {
     919    glPushMatrix();
     920    glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
     921    glRotatef(this->getAbsDir2D(), 0, 0, 1);
     922  }
     923
    917924
    918925}
  • trunk/src/lib/gui/gl/glgui_widget.h

    r9869 r10368  
    244244
    245245    /// RENDERING
    246     inline void beginDraw() const { glPushMatrix(); glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); };
     246    void beginDraw() const;
    247247    inline void endDraw() const { glPopMatrix(); };
    248248
  • trunk/src/lib/math/curve.cc

    r9110 r10368  
    142142    tmpNode = tmpNode->next;
    143143  return tmpNode->position;
     144}
     145
     146/**
     147 * This function returns an approximation of the length of the curve
     148 *
     149*/
     150float Curve::getLength()
     151{
     152      float length = 0;
     153      PathNode* tmpNode = this->firstNode;
     154      for(int i = 1; i < this->nodeCount; i++)
     155      {
     156              length += Vector(tmpNode->next->position - tmpNode->position).len();
     157      }
     158      return length;
    144159}
    145160
     
    273288Vector BezierCurve::calcDir (float t)
    274289{
    275   return this->dirCurve->calcPos(t);
     290  return this->calcPos(t + 0.01) - this->calcPos(t);
     291  //return this->dirCurve->calcPos(t);
    276292}
    277293
  • trunk/src/lib/math/curve.h

    r6616 r10368  
    4747  /** @returns the directional Curve */
    4848  Curve* getDirCurve() const { return this->dirCurve; };
     49  float getLength();
    4950
    5051  /** @param t the value on the curve [0-1] @returns Vector to the position */
  • trunk/src/lib/util/loading/fast_factory.cc

    r9869 r10368  
    157157void FastFactory::flush(bool hardFLUSH)
    158158{
     159hardFLUSH = false; // HACK
    159160  FastObjectMember* tmpMember = this->deadList, *delMember = NULL;
    160161  while (tmpMember != NULL)
  • trunk/src/story_entities/game_world.cc

    r10340 r10368  
    359359      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
    360360  {
    361     PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
     361    PRINTF(0)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
    362362  }
    363363  else
    364364  {
    365     PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
     365    PRINTF(0)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
    366366  }
    367367}
  • trunk/src/story_entities/menu/game_menu.cc

    r10114 r10368  
    111111
    112112  this->dataTank->localCamera->setRelCoor(this->cameraVector);
     113  //this->dataTank->localCamera->setFovy(60);
    113114
    114115  GraphicsEngine::getInstance()->displayFPS(false);
  • trunk/src/util/Makefile.am

    r9869 r10368  
    2626                        animation/animation_player.cc \
    2727                        \
    28                         track/pilot_node.cc
    29 
    30 #                       track/track_manager.cc \
     28                        track/pilot_node.cc \
     29                        track/track.cc \
     30                        track/track_manager.cc \
    3131                        track/track_node.cc
    3232
     
    5252                        animation/t_animation.h \
    5353                        \
    54                         track/pilot_node.h
     54                        track/pilot_node.h \
     55                        track/track.h \
     56                        track/track_manager.h \
     57                        track/track_node.h
    5558
    56 #                       track/track_manager.h \
    57                         track/track_node.h
  • trunk/src/util/hud.cc

    r9869 r10368  
    2323#include "world_entities/weapons/weapon_manager.h"
    2424#include "glgui_widget.h"
     25#include "glgui_box.h"
     26#include "glgui_bar.h"
     27#include "elements/glgui_energywidgetvertical.h"
    2528
    2629#include "glgui_inputline.h"
    2730#include "specials/glgui_notifier.h"
    2831#include "elements/glgui_radar.h"
     32#include "world_entities/space_ships/space_ship.h"
    2933
    3034
     
    4549  //this->setSize2D(
    4650  this->weaponManager = NULL;
     51  this->weaponManagerSecondary = NULL;
    4752  this->energyWidget = NULL;
    4853  this->shieldWidget = NULL;
    4954  this->armorWidget = NULL;
     55  //this->leftRect = NULL;
     56  //this->rightRect = NULL;
    5057  this->resX = 1;
    5158  this->resY = 1;
     59
     60  this->overlayPercentage = 40;
     61  this->overlayActive = false;
     62  this->rightRect = new OrxGui::GLGuiImage();
     63  this->leftRect = new OrxGui::GLGuiImage();
    5264
    5365  this->inputLine = new OrxGui::GLGuiInputLine();
     
    5870
    5971  this->_radar = new OrxGui::GLGuiRadar();
     72  this->radarCenterNode = NULL;
    6073
    6174  this->subscribeEvent(ES_ALL, EV_VIDEO_RESIZE);
    6275  this->subscribeEvent(ES_ALL, SDLK_TAB);
    6376
    64 
     77  //this->shipValuesBox = NULL;
    6578}
    6679
     
    7588
    7689  delete this->_radar;
     90  delete this->rightRect;
     91  delete this->leftRect;
     92  //if (this->shipValuesBox != NULL)
     93    //delete this->shipValuesBox;
     94
    7795  // delete what has to be deleted here
    7896}
     
    94112void Hud::setEnergyWidget(OrxGui::GLGuiWidget* widget)
    95113{
     114  //if (this->shipValuesBox == NULL)
     115    //this->createShipValuesBox();
     116
    96117  // decopple old widget
    97118  if (this->energyWidget != NULL)
     
    103124  if (this->energyWidget != NULL)
    104125  {
     126    //this->energyWidget->shiftDir2D(270);
     127    //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->energyWidget)->setDisplayedName("Electronics");
     128    //this->shipValuesBox->pack(this->energyWidget);
     129    //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->energyWidget)->setStandardSettings();
     130    this->energyWidget->setParent2D(this->leftRect);
    105131    this->energyWidget->show();
    106     this->energyWidget->setBackgroundTexture( "hud_energy_background.png");
    107132    /*    this->energyWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png");
    108133        this->energyWidget->frontMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);*/
     
    113138
    114139void Hud::setShiledWidget(OrxGui::GLGuiWidget* widget)
    115 {}
     140{
     141  /*
     142  if (this->shipValuesBox == NULL)
     143    this->createShipValuesBox();
     144  */
     145
     146  // decopple old widget
     147  if (this->shieldWidget != NULL)
     148  {
     149    this->shieldWidget->hide();
     150  }
     151
     152  this->shieldWidget = widget;
     153  if (this->shieldWidget != NULL)
     154  {
     155    //this->shieldWidget->shiftDir2D(270);
     156    //this->shipValuesBox->pack(this->shieldWidget);
     157    //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->shieldWidget)->setStandardSettings();
     158    this->shieldWidget->setParent2D(this->leftRect);
     159    this->shieldWidget->show();
     160    /*    this->shieldWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png");
     161        this->shieldWidget->frontMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);*/
     162  }
     163  else
     164    printf("schild im hud nicht uebergeben!!!!!!!!!!!!!!!!!!!!!!!!!");
     165
     166  this->updateResolution();
     167}
    116168
    117169void Hud::setArmorWidget(OrxGui::GLGuiWidget* widget)
    118 {}
    119 
    120 void Hud::setWeaponManager(WeaponManager* weaponMan)
    121 {
     170{
     171  /*
     172  if (this->shipValuesBox == NULL)
     173    this->createShipValuesBox();
     174  */
     175
     176// decopple old widget
     177  if (this->armorWidget != NULL)
     178  {
     179    this->armorWidget->hide();
     180  }
     181
     182  this->armorWidget = widget;
     183  if (this->armorWidget != NULL)
     184  {
     185    //this->armorWidget->shiftDir2D(270);
     186    //this->shipValuesBox->pack(this->armorWidget);
     187    //dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (this->armorWidget)->setStandardSettings();
     188    this->armorWidget->setParent2D(this->leftRect);
     189    this->armorWidget->show();
     190    /*    this->armorWidget->frontMaterial().setDiffuseMap("hud_energy_bar.png");
     191        this->armorWidget->frontMaterial().setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);*/
     192  }
     193
     194  this->updateResolution();
     195}
     196
     197void Hud::setWeaponManager(WeaponManager* weaponMan, WeaponManager* weaponManSec)
     198{
     199  //clearWeaponManager();
     200
     201  //Hide all widgets
    122202  if (this->weaponManager != NULL)
    123203  {
     
    128208      {
    129209        weapon->getEnergyWidget()->hide();
    130         this->weaponsWidgets.remove(weapon->getEnergyWidget());
     210        //this->weaponsWidgetsPrim.remove(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget()));
    131211      }
    132212    }
    133213  }
    134214
     215  if (this->weaponManagerSecondary != NULL)
     216  {
     217    for (unsigned int i = 0; i < this->weaponManagerSecondary->getSlotCount(); i++)
     218    {
     219      Weapon* weapon = this->weaponManagerSecondary->getWeapon(i);
     220      if (weapon != NULL)
     221      {
     222        weapon->getEnergyWidget()->hide();
     223        //this->weaponsWidgetsSec.remove(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget()));
     224      }
     225    }
     226  }
     227
    135228  this->weaponManager = weaponMan;
     229  this->weaponManagerSecondary = weaponManSec;
    136230
    137231  this->updateWeaponManager();
     
    139233}
    140234
     235/*
     236void Hud::clearWeaponManager()
     237{
     238  //Hide all widgets
     239  if (this->weaponManager != NULL)
     240  {
     241    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
     242    {
     243      Weapon* weapon = this->weaponManager->getWeapon(i);
     244      if (weapon != NULL)
     245      {
     246        weapon->getEnergyWidget()->hide();
     247        //this->weaponsWidgetsPrim.remove(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget()));
     248      }
     249    }
     250  }
     251
     252  if (this->weaponManagerSecondary != NULL)
     253  {
     254    for (unsigned int i = 0; i < this->weaponManagerSecondary->getSlotCount(); i++)
     255    {
     256      Weapon* weapon = this->weaponManagerSecondary->getWeapon(i);
     257      if (weapon != NULL)
     258      {
     259        weapon->getEnergyWidget()->hide();
     260        //this->weaponsWidgetsSec.remove(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget()));
     261      }
     262    }
     263  }
     264
     265  //this->weaponsWidgetsPrim.clear();
     266  //this->weaponsWidgetsSec.clear();
     267}
     268*/
     269
    141270void Hud::updateWeaponManager()
    142271{
    143272  // hide all the Widgets
    144   std::list<OrxGui::GLGuiWidget*>::iterator weaponWidget;
    145   for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++)
     273 
     274  std::list<OrxGui::GLGuiEnergyWidgetVertical*>::iterator weaponWidget;
     275  for (weaponWidget = this->weaponsWidgetsPrim.begin(); weaponWidget != this->weaponsWidgetsPrim.end(); weaponWidget++)
    146276  {
    147277    (*weaponWidget)->hide();
    148278  }
    149   this->weaponsWidgets.clear();
     279  this->weaponsWidgetsPrim.clear();
     280
     281  for (weaponWidget = this->weaponsWidgetsSec.begin(); weaponWidget != this->weaponsWidgetsSec.end(); weaponWidget++)
     282  {
     283    (*weaponWidget)->hide();
     284  }
     285  this->weaponsWidgetsSec.clear();
     286 
    150287
    151288  // add all that we need again.
     289
    152290  if (this->weaponManager != NULL)
    153291    for (unsigned int i = 0; i < this->weaponManager->getSlotCount(); i++)
     
    157295      {
    158296        //PRINTF(0)("WEAPON %s::%s in Slots\n", weapon->getClassCName(), weapon->getName());
     297        weapon->getEnergyWidget()->setParent2D(this->rightRect);
    159298        weapon->getEnergyWidget()->show();
    160299        weapon->getEnergyWidget()->setBackgroundColor(Color(.8,.2,.11, 0.1));
    161300        weapon->getEnergyWidget()->setFrontColor(Color( .2,.5,.7,.6));
    162         //      weapon->getEnergyWidget()->frontMaterial().setTransparency(.6);
    163         this->weaponsWidgets.push_back(weapon->getEnergyWidget());
     301        weapon->getEnergyWidget()->setWidgetSize(120,30);
     302        //weapon->getEnergyWidget()->frontMaterial().setTransparency(.6);
     303        this->weaponsWidgetsPrim.push_back(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget()));
    164304      }
    165305    }
     306
     307  if (this->weaponManagerSecondary != NULL)
     308    for (unsigned int i = 0; i < this->weaponManagerSecondary->getSlotCount(); i++)
     309    {
     310      Weapon* weapon = this->weaponManagerSecondary->getWeapon(i);
     311      if (weapon != NULL)
     312      {
     313        //PRINTF(0)("WEAPON %s::%s in Slots\n", weapon->getClassCName(), weapon->getName());
     314        weapon->getEnergyWidget()->setParent2D(this->rightRect);
     315        weapon->getEnergyWidget()->show();
     316        weapon->getEnergyWidget()->setBackgroundColor(Color(.8,.2,.11, 0.1));
     317        weapon->getEnergyWidget()->setFrontColor(Color( .2,.5,.7,.6));
     318        weapon->getEnergyWidget()->setWidgetSize(150,50);
     319        //weapon->getEnergyWidget()->frontMaterial().setTransparency(.6);
     320        this->weaponsWidgetsSec.push_back(dynamic_cast<OrxGui::GLGuiEnergyWidgetVertical*> (weapon->getEnergyWidget()));
     321      }
     322    }
     323
    166324  this->updateResolution();
     325
    167326}
    168327
     
    182341  this->notifier->setWidgetSize(0.25 * this->resX, 0.6 * this->resY);
    183342
     343  int overlayWidth = 0;
     344  if (overlayPercentage >= 20)
     345    overlayWidth = this->resX * (overlayPercentage)/(200);
     346  else
     347    overlayWidth = this->resX * 0.1;
     348  //if (overlayWidth < 100)
     349    //overlayWidth = 100;
     350
     351  this->rightRect->hide();
     352  this->leftRect->hide();
     353
     354  this->leftRect->setParent2D(this);
     355  this->leftRect->setWidgetSize(float(overlayWidth), float(this->resY));
     356  this->leftRect->setAbsCoor2D(0,0);
     357  this->leftRect->setBackgroundTexture(Texture());
     358  this->leftRect->setBackgroundColor(Color(0,0,0.7,0.2));
     359  this->leftRect->setForegroundTexture(Texture());
     360  this->leftRect->setForegroundColor(Color(0,0,0,0));
     361
     362  this->rightRect->setParent2D(this);
     363  this->rightRect->setWidgetSize(float(overlayWidth), float(this->resY));
     364  this->rightRect->setAbsCoor2D(this->resX - overlayWidth,0);
     365  this->rightRect->setBackgroundTexture(Texture());
     366  this->rightRect->setBackgroundColor(Color(0,0,0.7,0.2));
     367  this->rightRect->setForegroundTexture(Texture());
     368  this->rightRect->setForegroundColor(Color(0,0,0,0));
     369
     370
     371  if (this->overlayActive == true)
     372  {
     373    this->rightRect->show();
     374    this->leftRect->show();
     375  }
     376
    184377
    185378  if (State::getPlayer() && State::getPlayer()->getPlayable() && State::getObjectManager())
    186379  {
    187380    PRINTF(4)("UPDATING RADAR\n");
    188     this->_radar->setCenterNode(State::getPlayer()->getPlayable());
    189     this->_radar->addEntityList(&State::getObjectManager()->getEntityList((OM_LIST)(State::getPlayer()->getPlayable()->getOMListNumber()+1)), Color(.4, .4, 1.0));
    190     this->_radar->addEntityList(&State::getObjectManager()->getEntityList(OM_GROUP_02), Color(1.0, .2, .2));
    191     this->_radar->setAbsCoor2D(0.8 * this->resX, 0.01 * this->resY);
    192     this->_radar->setWidgetSize(0.2 * this->resX, 0.2 * this->resY);
     381    this->_radar->setParent2D(this->leftRect);
     382    if (radarCenterNode == NULL)
     383      this->_radar->setCenterNode(State::getPlayer()->getPlayable());
     384    else
     385      this->_radar->setCenterNode(this->radarCenterNode);
     386
     387    //this->_radar->addEntityList(&State::getObjectManager()->getEntityList((OM_LIST)(State::getPlayer()->getPlayable()->getOMListNumber()+1)), Color(.4, .4, 1.0));
     388    this->_radar->addEntityList(&State::getObjectManager()->getEntityList(OM_GROUP_00), Color(1, 0, 0));
     389    this->_radar->addEntityList(&State::getObjectManager()->getEntityList(OM_GROUP_01), Color(0, 0, 1));
     390    this->_radar->setAbsCoor2D(0, 0.01 * this->resY);
     391    this->_radar->setWidgetSize(overlayWidth, overlayWidth);
    193392    this->_radar->setRange(300);
    194393    this->_radar->show();
    195   }
    196 
    197 
    198   if (this->energyWidget != NULL)
    199   {
    200     this->energyWidget->setAbsCoor2D(0.0 * this->resX, 0.85 * this->resY);
    201     this->energyWidget->setWidgetSize(.25 * this->resX, 0.1 * this->resY);
    202   }
    203 
    204 
    205   std::list<OrxGui::GLGuiWidget*>::iterator weaponWidget;
    206   Vector2D pos(0.3, .9);
    207   for (weaponWidget = this->weaponsWidgets.begin(); weaponWidget != this->weaponsWidgets.end(); weaponWidget++, pos.x+=.2)
    208   {
    209     if (pos.x > .8)
    210     {
    211       pos.x = 0.3;
    212       pos.y -= .1;
    213 
    214     }
    215     (*weaponWidget)->setAbsCoor2D(pos.x*this->resX, pos.y*this->resY);
    216     (*weaponWidget)->setWidgetSize(.02*this->resX, .1 *this->resY);
     394   
     395    int statWidgetsNumber = 0;
     396    float expectedArmorSizeX = 0;
     397    float expectedArmorSizeY = 0;
     398    float newSizeY = 0; float newSizeX = 0;
     399    float moduloWidth = 0;
     400
     401    if (this->armorWidget != NULL)
     402    {
     403      expectedArmorSizeX = 150;
     404      expectedArmorSizeY = 50;
     405      statWidgetsNumber++;
     406    }
     407
     408    if (this->shieldWidget != NULL)
     409      statWidgetsNumber++;
     410   
     411    if (this->energyWidget != NULL)
     412      statWidgetsNumber++;
     413
     414    if (expectedArmorSizeY * statWidgetsNumber > overlayWidth)
     415    {
     416      newSizeY = overlayWidth / float(statWidgetsNumber);
     417      newSizeX = expectedArmorSizeX;
     418      PRINTF(0)("Statwidgets resized\n");
     419    }
     420    else
     421    {
     422      newSizeY = expectedArmorSizeY;
     423      newSizeX = expectedArmorSizeX;
     424      moduloWidth = int(overlayWidth) % int(expectedArmorSizeY * statWidgetsNumber);
     425    }
     426
     427    float posY = overlayWidth + newSizeX;
     428
     429    if (this->armorWidget != NULL)
     430    {
     431      this->armorWidget->setSize2D(newSizeX, newSizeY);
     432      this->armorWidget->setRelCoor2D((statWidgetsNumber - 1) * newSizeY + 3 * moduloWidth / (statWidgetsNumber + 1),posY);
     433    }
     434    if (this->shieldWidget != NULL)
     435    {
     436      this->shieldWidget->setSize2D(newSizeX, newSizeY);
     437      this->shieldWidget->setRelCoor2D((statWidgetsNumber - 2) * newSizeY + 2 *moduloWidth / (statWidgetsNumber + 1),posY);
     438    }
     439    if (this->energyWidget != NULL)
     440    {
     441      this->energyWidget->setSize2D(newSizeX, newSizeY);
     442      this->energyWidget->setRelCoor2D(moduloWidth / (statWidgetsNumber + 1),posY);
     443    }
     444
     445    /*
     446    if (this->armorWidget != NULL)
     447      this->armorWidget->setRelCoor2D(100,0.2*this->resY + this->armorWidget->getSizeX2D());
     448    if (this->shieldWidget != NULL)
     449      this->shieldWidget->setRelCoor2D(60,0.2*this->resY + this->armorWidget->getSizeX2D());
     450    if (this->energyWidget != NULL)
     451      this->energyWidget->setRelCoor2D(20,0.2*this->resY + this->armorWidget->getSizeX2D());
     452    */
     453    //this->shieldWidget->setRelCoor2D(0.1*this->resX + this->armorWidget->getSizeX2D(),0);
     454    //this->energyWidget->setRelCoor2D(0.1*this->resX + this->armorWidget->getSizeX2D() + this->shieldWidget->getSizeX2D(),0);
     455  }
     456
     457  /*
     458  if (this->shipValuesBox != NULL)
     459  {
     460    this->shipValuesBox->setAbsCoor2D(0.2 * this->resX, 0.4 * this->resY);
     461    this->shipValuesBox->setWidgetSize(.4 * this->resX, 0.1 * this->resY);
     462  }
     463  else
     464    createShipValuesBox();
     465  */
     466
     467  std::list<OrxGui::GLGuiEnergyWidgetVertical*>::iterator weaponWidget;
     468  Vector2D pos = Vector2D(overlayWidth, 0.4*this->resY);
     469  float largestWidgetSizeX = 0;
     470  //PRINTF(0)("Cur Pos: %f,%f\n",pos.x,pos.y);
     471  // out of reasons i can't get behind, this version is segfaulting when calling getSizeX2D or getSizeY2D. the other
     472  // element2D- related function works tough.. :s
     473
     474  for (weaponWidget = this->weaponsWidgetsPrim.begin(); weaponWidget != this->weaponsWidgetsPrim.end(); weaponWidget++)
     475  {
     476    float ySize = (*weaponWidget)->getSizeY2D();
     477    float xSize = (*weaponWidget)->getSizeX2D();
     478    if (xSize > largestWidgetSizeX)
     479      largestWidgetSizeX = xSize;
     480    if (pos.x < ySize)
     481    {
     482      pos.x = overlayWidth;
     483      pos.y += largestWidgetSizeX;
     484    }
     485    pos.x -= ySize;
     486    (*weaponWidget)->setAbsCoor2D(pos.x + this->rightRect->getAbsCoor2D().x, pos.y);
     487    //(*weaponWidget)->setAbsCoor2D(0,100);
    217488    (*weaponWidget)->show();
    218489    //printf("update thing %s::%s\n", (*weaponWidget)->getClassCName(), (*weaponWidget)->getName());
    219490  }
     491 
     492  weaponWidget = this->weaponsWidgetsSec.begin();
     493  float expectedWidgetSizeY = 0;
     494  if (weaponWidget != this->weaponsWidgetsSec.end())
     495  {
     496    expectedWidgetSizeY = (*weaponWidget)->getSizeY2D();
     497  }
     498  pos.y = resY - expectedWidgetSizeY * 0.6;
     499  pos.x = overlayWidth + this->rightRect->getAbsCoor2D().x;
     500
     501  for (weaponWidget = this->weaponsWidgetsSec.begin(); weaponWidget != this->weaponsWidgetsSec.end(); weaponWidget++)
     502  {
     503    float ySize = (*weaponWidget)->getSizeY2D();
     504    float xSize = (*weaponWidget)->getSizeX2D();
     505    if (xSize > largestWidgetSizeX)
     506      largestWidgetSizeX = xSize;
     507    if (pos.x < ySize)
     508    {
     509      pos.x = overlayWidth;
     510      pos.y -= largestWidgetSizeX + expectedWidgetSizeY * 0.6;
     511    }
     512    pos.x -= ySize;
     513    //PRINTF(0)("secweaponwidget y-size: %f/n", (*weaponWidget)->getSizeY2D());
     514    (*weaponWidget)->setAbsCoor2D(pos.x + this->rightRect->getAbsCoor2D().x, pos.y);
     515    (*weaponWidget)->show();
     516    //printf("update thing %s::%s\n", (*weaponWidget)->getClassCName(), (*weaponWidget)->getName());
     517  }
     518
    220519}
    221520
     
    235534  //  this->inputLine->select();
    236535  }
    237 
    238 
    239 }
    240 
    241 
     536}
     537
     538/*
     539void Hud::createShipValuesBox()
     540{
     541  this->shipValuesBox = new OrxGui::GLGuiBox(OrxGui::Vertical);
     542  //this->shipValuesBox->setWidgetSize(1000,500);
     543  //this->shipValuesBox->setBackgroundTexture("maps/gui_container_background.png");
     544  this->shipValuesBox->setBackgroundTexture(Texture());
     545  this->shipValuesBox->setBackgroundColor(Color(0,0,1,0.5));
     546  this->shipValuesBox->setVisibility(true);
     547}
     548*/
     549
     550
  • trunk/src/util/hud.h

    r9869 r10368  
    99#include "element_2d.h"
    1010#include "event_listener.h"
     11#include "glgui_box.h"
     12#include "elements/glgui_energywidgetvertical.h"
    1113
    1214
     
    3941  void setShiledWidget(OrxGui::GLGuiWidget* widget);
    4042  void setArmorWidget(OrxGui::GLGuiWidget* widget);
    41   void setWeaponManager(WeaponManager* weaponMan);
     43  inline OrxGui::GLGuiWidget* getEnergyWidget() {return this->energyWidget;};
     44  inline OrxGui::GLGuiWidget* getShieldWidget() {return this->shieldWidget;};
     45  inline OrxGui::GLGuiWidget* getArmorWidget() {return this->armorWidget;};
     46
     47  void setWeaponManager(WeaponManager* weaponMan, WeaponManager* weaponManSec = NULL);
     48  inline void setRadarCenterNode(PNode* node) {this->radarCenterNode = node;};
    4249
    4350  void addWeaponWidget(OrxGui::GLGuiWidget* widget);
     
    4754
    4855  void updateWeaponManager();
     56  //void clearWeaponManager();
     57
     58  inline void setOverlayPercentage(int perc)
     59  {
     60    if (perc > 100) perc = 100;
     61    else if (perc < 0) perc = 0;
     62
     63    this->overlayPercentage = perc;
     64    updateResolution();
     65  };
     66
     67  inline void setOverlayActive(bool b)
     68  {
     69    overlayActive = b;
     70    updateResolution();
     71  };
    4972
    5073  void draw() const;
     
    5477  private:
    5578    void updateResolution();
     79    //void createShipValuesBox();
    5680
    5781private:
    5882  unsigned int             resX;
    5983  unsigned int             resY;
     84
     85  float                    travelZoneWidth; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1;
    6086
    6187  OrxGui::GLGuiWidget*     energyWidget;
     
    6692  OrxGui::GLGuiInputLine*  inputLine;
    6793  OrxGui::GLGuiRadar*      _radar;
     94  PNode*                   radarCenterNode;
     95
     96  OrxGui::GLGuiWidget*     rightRect;
     97  OrxGui::GLGuiWidget*     leftRect;
     98  bool                     overlayActive;
     99  int                      overlayPercentage; //the percentage of the screen, the player has got for his movements. should always be a value between 0 and 1;
    68100
    69101  WeaponManager*           weaponManager;
     102  WeaponManager*           weaponManagerSecondary;
    70103
    71   std::list<OrxGui::GLGuiWidget*> weaponsWidgets; //!< WeaponWidgets will be displayed one after another
     104  std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsPrim; //!< WeaponWidgets will be displayed one after another
     105  std::list<OrxGui::GLGuiEnergyWidgetVertical*> weaponsWidgetsSec;
    72106};
    73107
  • trunk/src/util/state.h

    r8408 r10368  
    109109  static inline int getMenuID() { return State::menuID;}
    110110
     111  ////////////////////////
     112  /// Scroller-Control ///
     113  ////////////////////////
     114  /** sets the scroller-travelnode (center of the screen) */
     115  static void setTravelNode(PNode* travelNode) {State::travelNode = travelNode;}
     116  /** @returns the scroller-travelnode (center of the screen) */
     117  static PNode* getTravelNode() { return State::travelNode; }
    111118
    112119
     
    123130  static GameRules*             gameRules;          //!< A reference to the GameRules
    124131  static Player*                player;             //!< A reference to the Player
     132  static PNode*                 travelNode;         //!< A reference to the scroller-travelnode
    125133
    126134  static SkyBox*                skyBox;            //!< The SkyBox used in the current world.
  • trunk/src/util/track/track_manager.cc

    r10320 r10368  
    2626#include "t_animation.h"
    2727
     28#include <string.h>
     29
    2830
    2931#include "parser/tinyxml/tinyxml.h"
     
    3234#include <stdarg.h>
    3335
     36ObjectListDefinition(TrackElement);
    3437
    3538
     
    3942TrackElement::TrackElement()
    4043{
    41   this->setClassID(CL_TRACK_ELEMENT, "TrackElement");
     44  this->registerObject(this, TrackElement::_objectList);
     45
    4246
    4347  this->isFresh = true;
     
    126130{
    127131  // return if Found.
    128   if (this->getName() && !strcmp(this->getName(), trackName))
    129     return this;
     132//   if (this->getName() && !strcmp(this->getName(), trackName))
     133//     return this;
    130134  // search all children
    131135  if (this->childCount > 0)
     
    217221void TrackElement::debug() const
    218222{
    219   PRINT(0)("--== TrackElement:%i ==--", this->ID);
    220   if(this->getName())
    221     PRINT(0)("--++Name: %s++--", this->getName());
    222   if(this->isFresh)
    223     PRINT(0)("  -- has not jet eddited in any way --\n");
    224   PRINT(0)("\n   TimeTable: startingTime=%f; endTime=%f; duration=%f; jumpTime=%f\n", this->startingTime, this->endTime, this->duration, this->jumpTime);
    225   PRINT(0)("   consists of %d Points\n", this->nodeCount);
    226   if (this->childCount == 0)
    227     PRINT(0)("   has no child\n");
    228   else if (this->childCount == 1)
    229     PRINT(0)("   has 1 child: =%d=\n", this->getChild(0)->ID);
    230   else if (this->childCount > 1)
    231     {
    232       PRINT(0)("   has %d children: ", this->childCount);
    233       //TrackElement* enumElem = this->children->enumerate();
    234       tIterator<TrackElement>* iterator = this->children->getIterator();
    235       TrackElement* enumElem = iterator->firstElement();
    236       while (enumElem)
    237         {
    238           PRINT(0)("=%d= ", enumElem->ID);
    239           enumElem = iterator->nextElement();
    240         }
    241       delete iterator;
    242       PRINT(0)("\n");
    243     }
    244 
    245   if(this->isHotPoint)
    246     PRINT(0)("   is a special Point:\n");
    247   if(this->isSavePoint)
    248     PRINT(0)("    is a SavePoint\n");
    249   if(this->isFork)
    250     {
    251       PRINT(0)("    is A Fork with with %d children.\n", this->childCount);
    252     }
    253   if(this->isJoined)
    254     PRINT(0)("   is Joined at the End\n");
    255 
    256   if(!this->backLoopCheck()) /* this should not happen */
    257     PRINT(2)(" THERE IS A BACKLOOP TO THIS ELEMENT\n");
     223//   PRINT(0)("--== TrackElement:%i ==--", this->ID);
     224//   if(this->getName())
     225//     PRINT(0)("--++Name: %s++--", this->getName());
     226//   if(this->isFresh)
     227//     PRINT(0)("  -- has not jet eddited in any way --\n");
     228//   PRINT(0)("\n   TimeTable: startingTime=%f; endTime=%f; duration=%f; jumpTime=%f\n", this->startingTime, this->endTime, this->duration, this->jumpTime);
     229//   PRINT(0)("   consists of %d Points\n", this->nodeCount);
     230//   if (this->childCount == 0)
     231//     PRINT(0)("   has no child\n");
     232//   else if (this->childCount == 1)
     233//     PRINT(0)("   has 1 child: =%d=\n", this->getChild(0)->ID);
     234//   else if (this->childCount > 1)
     235//     {
     236//       PRINT(0)("   has %d children: ", this->childCount);
     237//       //TrackElement* enumElem = this->children->enumerate();
     238//       tIterator<TrackElement>* iterator = this->children->getIterator();
     239//       TrackElement* enumElem = iterator->firstElement();
     240//       while (enumElem)
     241//         {
     242//           PRINT(0)("=%d= ", enumElem->ID);
     243//           enumElem = iterator->nextElement();
     244//         }
     245//       delete iterator;
     246//       PRINT(0)("\n");
     247//     }
     248//
     249//   if(this->isHotPoint)
     250//     PRINT(0)("   is a special Point:\n");
     251//   if(this->isSavePoint)
     252//     PRINT(0)("    is a SavePoint\n");
     253//   if(this->isFork)
     254//     {
     255//       PRINT(0)("    is A Fork with with %d children.\n", this->childCount);
     256//     }
     257//   if(this->isJoined)
     258//     PRINT(0)("   is Joined at the End\n");
     259//
     260//   if(!this->backLoopCheck()) /* this should not happen */
     261//     PRINT(2)(" THERE IS A BACKLOOP TO THIS ELEMENT\n");
    258262}
    259263
     
    358362TrackManager::TrackManager()
    359363{
    360   this->setClassID(CL_TRACK_MANAGER, "TrackManager");
    361   this->setName("TrackManager");
    362 
    363364  TrackManager::singletonRef = this; // do this because otherwise the TrackNode cannot get The instance of the TrackManager
    364365
     
    395396void TrackManager::loadParams(const TiXmlElement* root)
    396397{
    397   double x, y, z, d;
    398 
    399   LOAD_PARAM_START_CYCLE(root, element);
    400   {
    401 
    402     LoadParam_CYCLE(element, "WorkOn", this, TrackManager, workOnS)
    403         .describe("Selects a TrackElement (by name) to work on");
    404 
    405     LoadParam_CYCLE(element, "Point", this, TrackManager, addPoint)
    406         .describe("Adds a new Point to the currently selected TrackElement");
    407 
    408     LoadParam_CYCLE(element, "Duration", this, TrackManager, setDuration)
    409         .describe("Sets the Duration of the currently selected TrackElement");
    410 
    411     LoadParam_CYCLE(element, "HotPoint", this, TrackManager, addHotPoint)
    412         .describe("Sets a new Point that acts as a hot point. meaning, the curve will flow through this Point");
    413 
    414     LoadParam_CYCLE(element, "SavePoint", this, TrackManager, setSavePointS)
    415         .describe("Sets the current selected Point to a Savepoint, meaning that the curve will be ended and a new one starts, and that one starts again from this point on");
    416 
    417     LoadParam_CYCLE(element, "Fork", this, TrackManager, forkS)
    418         .describe("Forks the Path into multiple forked Path names seperated by ','");
    419 
    420     LoadParam_CYCLE(element, "Join", this, TrackManager, joinS)
    421         .describe("Joins multiple joining Path names seperated by ','");
     398//   double x, y, z, d;
     399//
     400//   LOAD_PARAM_START_CYCLE(root, element);
     401//   {
     402//
     403//     LoadParam_CYCLE(element, "WorkOn", this, TrackManager, workOnS)
     404//         .describe("Selects a TrackElement (by name) to work on");
     405//
     406//     LoadParam_CYCLE(element, "Point", this, TrackManager, addPoint)
     407//         .describe("Adds a new Point to the currently selected TrackElement");
     408//
     409//     LoadParam_CYCLE(element, "Duration", this, TrackManager, setDuration)
     410//         .describe("Sets the Duration of the currently selected TrackElement");
     411//
     412//     LoadParam_CYCLE(element, "HotPoint", this, TrackManager, addHotPoint)
     413//         .describe("Sets a new Point that acts as a hot point. meaning, the curve will flow through this Point");
     414//
     415//     LoadParam_CYCLE(element, "SavePoint", this, TrackManager, setSavePointS)
     416//         .describe("Sets the current selected Point to a Savepoint, meaning that the curve will be ended and a new one starts, and that one starts again from this point on");
     417//
     418//     LoadParam_CYCLE(element, "Fork", this, TrackManager, forkS)
     419//         .describe("Forks the Path into multiple forked Path names seperated by ','");
     420//
     421//     LoadParam_CYCLE(element, "Join", this, TrackManager, joinS)
     422//         .describe("Joins multiple joining Path names seperated by ','");
    422423
    423424      /*
     
    445446        }
    446447      */
    447   }
    448   LOAD_PARAM_END_CYCLE(element);
     448
     449//   }
     450//   LOAD_PARAM_END_CYCLE(element);
    449451}
    450452
     
    477479void TrackManager::initChildren(unsigned int childCount, TrackElement* trackElem)
    478480{
    479   if (!trackElem)
    480     trackElem = this->currentTrackElem;
    481 
    482   trackElem->childCount = childCount;
    483   trackElem->mainJoin = true;  // this tells join, that this one is the Main Join, if it tries to join multiple Tracks
    484   trackElem->children =  new tList<TrackElement>();
    485   for (int i = 0; i < childCount; i++)
    486     {
    487       // create a new Element
    488       TrackElement* newElem = new TrackElement();
    489       // setting up the new ID
    490       newElem->ID = ++trackElemCount;
    491       // setting up the Time
    492       newElem->startingTime = trackElem->endTime + trackElem->jumpTime;
    493       // adds the conection Point
    494       this->addPointV(trackElem->curve->getNode(trackElem->curve->getNodeCount()),
    495                      newElem);
    496       // add the new child to the childList.
    497       trackElem->children->add(newElem);
    498     }
    499 
    500   // setting the Name of the new TrackElement to the name of the last one + _childI
    501 
    502   if (trackElem->getName())
    503     {
    504       for (int i = 0; i < trackElem->childCount; i++)
    505       {
    506         char* childName = new char[strlen(trackElem->getName())+10];
    507         sprintf(childName, "%s_child%d", trackElem->getName(), i);
    508         trackElem->getChild(i)->setName(childName);
    509       }
    510     }
    511   // select the first Child to work on.
    512   this->currentTrackElem = trackElem->getChild(0);
     481//   if (!trackElem)
     482//     trackElem = this->currentTrackElem;
     483//
     484//   trackElem->childCount = childCount;
     485//   trackElem->mainJoin = true;  // this tells join, that this one is the Main Join, if it tries to join multiple Tracks
     486//   trackElem->children =  new tList<TrackElement>();
     487//   for (int i = 0; i < childCount; i++)
     488//     {
     489//       // create a new Element
     490//       TrackElement* newElem = new TrackElement();
     491//       // setting up the new ID
     492//       newElem->ID = ++trackElemCount;
     493//       // setting up the Time
     494//       newElem->startingTime = trackElem->endTime + trackElem->jumpTime;
     495//       // adds the conection Point
     496//       this->addPointV(trackElem->curve->getNode(trackElem->curve->getNodeCount()),
     497//                      newElem);
     498//       // add the new child to the childList.
     499//       trackElem->children->add(newElem);
     500//     }
     501//
     502//   // setting the Name of the new TrackElement to the name of the last one + _childI
     503//
     504//   if (trackElem->getName())
     505//     {
     506//       for (int i = 0; i < trackElem->childCount; i++)
     507//       {
     508//         char* childName = new char[strlen(trackElem->getName())+10];
     509//         sprintf(childName, "%s_child%d", trackElem->getName(), i);
     510//         trackElem->getChild(i)->setName(childName);
     511//       }
     512//     }
     513//   // select the first Child to work on.
     514//   this->currentTrackElem = trackElem->getChild(0);
    513515}
    514516
     
    659661void TrackManager::setSavePointS(const std::string& nextElementName)
    660662{
    661   this->setSavePoint(NULL);
    662   if (strcmp(nextElementName, ""))
    663     this->firstTrackElem->findByID(this->trackElemCount)->setName(nextElementName);
     663//   this->setSavePoint(NULL);
     664//   if (strcmp(nextElementName, ""))
     665//     this->firstTrackElem->findByID(this->trackElemCount)->setName(nextElementName);
    664666}
    665667
     
    736738void TrackManager::forkS(const std::string& forkString)
    737739{
    738   SubString strings(forkString, ',');
    739 
    740   int* trackIDs = new int[strings.getCount()];
    741   this->forkV(strings.getCount(), trackIDs, NULL);
    742 
    743   for(int i = 0; i < strings.getCount(); i++)
    744     {
    745       this->firstTrackElem->findByID(trackIDs[i])->setName(strings.getString(i));
    746     }
    747   delete []trackIDs;
     740//   SubString strings(forkString, ',');
     741//
     742//   int* trackIDs = new int[strings.getCount()];
     743//   this->forkV(strings.getCount(), trackIDs, NULL);
     744//
     745//   for(int i = 0; i < strings.getCount(); i++)
     746//     {
     747//       this->firstTrackElem->findByID(trackIDs[i])->setName(strings.getString(i));
     748//     }
     749//   delete []trackIDs;
    748750}
    749751
     
    877879void TrackManager::joinS(const std::string& joinString)
    878880{
    879   SubString strings(joinString, ',');
    880 
    881   int* trackIDs = new int[strings.getCount()];
    882   this->joinV(strings.getCount(), trackIDs);
    883 
    884   for(unsigned int i = 0; i < strings.getCount(); i++)
    885     {
    886       TrackElement* tmpElem = this->firstTrackElem->findByName(strings.getString(i).c_str());
    887       if (tmpElem != NULL)
    888         trackIDs[i] = tmpElem->ID;
    889       else
    890       {
    891         PRINTF(1)("Trying to join a Track, of which the name does not exist: %s\n", strings.getString(i).c_str());
    892         trackIDs[i] = -1;
    893       }
    894     }
    895   this->joinV(strings.getCount(), trackIDs);
    896   delete []trackIDs;
     881//   SubString strings(joinString, ',');
     882//
     883//   int* trackIDs = new int[strings.getCount()];
     884//   this->joinV(strings.getCount(), trackIDs);
     885//
     886//   for(unsigned int i = 0; i < strings.getCount(); i++)
     887//     {
     888//       TrackElement* tmpElem = this->firstTrackElem->findByName(strings.getString(i).c_str());
     889//       if (tmpElem != NULL)
     890//         trackIDs[i] = tmpElem->ID;
     891//       else
     892//       {
     893//         PRINTF(1)("Trying to join a Track, of which the name does not exist: %s\n", strings.getString(i).c_str());
     894//         trackIDs[i] = -1;
     895//       }
     896//     }
     897//   this->joinV(strings.getCount(), trackIDs);
     898//   delete []trackIDs;
    897899}
    898900
     
    10731075void TrackManager::tick(float dt)
    10741076{
    1075   PRINTF(4)("CurrentTrackID: %d, LocalTime is: %f, timestep is: %f\n", this->currentTrackElem->ID, this->localTime, dt);
    1076   if (this->localTime <= this->firstTrackElem->duration)
    1077     this->jumpTo(this->localTime);
    1078   if (this->localTime <= this->maxTime)
    1079     this->localTime += dt;
    1080   if (this->localTime > this->currentTrackElem->endTime
    1081       && this->currentTrackElem->children)
    1082     {
    1083       if (this->currentTrackElem->jumpTime != 0.0)
    1084         this->jumpTo(this->localTime + this->currentTrackElem->jumpTime);
    1085       // jump to the next TrackElement and also set the history of the new Element to the old one.
    1086       TrackElement* tmpHistoryElem = this->currentTrackElem;
    1087       this->currentTrackElem = this->currentTrackElem->getChild(this->choosePath(this->currentTrackElem));
    1088       this->currentTrackElem->history = tmpHistoryElem;
    1089       if (this->currentTrackElem->getName())
    1090         {
    1091           this->trackText->setText(this->currentTrackElem->getName());
    1092           this->textAnimation->replay();
    1093         }
    1094     }
    1095   if (this->bindSlave)
    1096     {
    1097       Vector tmp = this->calcPos();
    1098       Quaternion quat = Quaternion(this->calcDir(), Vector(this->currentTrackElem->curve->calcAcc((localTime-this->currentTrackElem->startingTime)/this->currentTrackElem->duration).x,1,this->currentTrackElem->curve->calcAcc((localTime-this->currentTrackElem->startingTime)/this->currentTrackElem->duration).z));
    1099 
    1100       Vector v(0.0, 1.0, 0.0);
    1101       Quaternion q(-PI/2, v);
    1102       quat = quat * q;
    1103 
    1104       this->bindSlave->setAbsCoor(tmp);
    1105       this->bindSlave->setAbsDir(quat);
    1106     }
     1077//   PRINTF(4)("CurrentTrackID: %d, LocalTime is: %f, timestep is: %f\n", this->currentTrackElem->ID, this->localTime, dt);
     1078//   if (this->localTime <= this->firstTrackElem->duration)
     1079//     this->jumpTo(this->localTime);
     1080//   if (this->localTime <= this->maxTime)
     1081//     this->localTime += dt;
     1082//   if (this->localTime > this->currentTrackElem->endTime
     1083//       && this->currentTrackElem->children)
     1084//     {
     1085//       if (this->currentTrackElem->jumpTime != 0.0)
     1086//         this->jumpTo(this->localTime + this->currentTrackElem->jumpTime);
     1087//       // jump to the next TrackElement and also set the history of the new Element to the old one.
     1088//       TrackElement* tmpHistoryElem = this->currentTrackElem;
     1089//       this->currentTrackElem = this->currentTrackElem->getChild(this->choosePath(this->currentTrackElem));
     1090//       this->currentTrackElem->history = tmpHistoryElem;
     1091//       if (this->currentTrackElem->getName())
     1092//         {
     1093//           this->trackText->setText(this->currentTrackElem->getName());
     1094//           this->textAnimation->replay();
     1095//         }
     1096//     }
     1097//   if (this->bindSlave)
     1098//     {
     1099//       Vector tmp = this->calcPos();
     1100//       Quaternion quat = Quaternion(this->calcDir(), Vector(this->currentTrackElem->curve->calcAcc((localTime-this->currentTrackElem->startingTime)/this->currentTrackElem->duration).x,1,this->currentTrackElem->curve->calcAcc((localTime-this->currentTrackElem->startingTime)/this->currentTrackElem->duration).z));
     1101//
     1102//       Vector v(0.0, 1.0, 0.0);
     1103//       Quaternion q(-PI/2, v);
     1104//       quat = quat * q;
     1105//
     1106//       this->bindSlave->setAbsCoor(tmp);
     1107//       this->bindSlave->setAbsDir(quat);
     1108//     }
    11071109}
    11081110
     
    11161118void TrackManager::jumpTo(float time)
    11171119{
    1118   if (time == 0)
    1119     {
    1120       this->currentTrackElem = this->firstTrackElem;
    1121       if (this->currentTrackElem->getName())
    1122         {
    1123           this->trackText->setText(this->currentTrackElem->getName());
    1124           this->textAnimation->play();
    1125         }
    1126     }
    1127   this->localTime = time;
     1120//   if (time == 0)
     1121//     {
     1122//       this->currentTrackElem = this->firstTrackElem;
     1123//       if (this->currentTrackElem->getName())
     1124//         {
     1125//           this->trackText->setText(this->currentTrackElem->getName());
     1126//           this->textAnimation->play();
     1127//         }
     1128//     }
     1129//   this->localTime = time;
    11281130}
    11291131
  • trunk/src/util/track/track_manager.h

    r7221 r10368  
    4141class TrackElement : public BaseObject
    4242{
     43  ObjectListDeclaration(TrackElement);
     44
    4345 public:
    4446  TrackElement();
     
    131133    \li TrackElement: A Part of A whole Track
    132134*/
    133 class TrackManager : public BaseObject
     135class TrackManager
    134136{
    135137 public:
  • trunk/src/util/track/track_node.cc

    r9869 r10368  
    1717
    1818
    19 #include "track_node.h"
     19#include "track/track_node.h"
    2020
    21 #include "track_manager.h"
     21#include "track/track_manager.h"
    2222
    2323
    24 ObjectListDefinition(TracNode);
     24ObjectListDefinition(TrackNode);
     25
    2526/**
    2627 *  standard constructor
     
    2829TrackNode::TrackNode ()
    2930{
    30   this->registerObject(this, TracNode::_objectList);
    31   this->setName("TrackNode");
     31  this->registerObject(this, TrackNode::_objectList);
    3232
    3333  PNode::getNullParent()->addChild(this);
  • trunk/src/util/track/track_node.h

    r9869 r10368  
    1414#include "p_node.h"
    1515
     16
    1617/* FORWARD DECLARATION */
    1718class TrackManager;
     
    2021class TrackNode : public PNode
    2122{
    22   ObjectListDeclaratrion(TracNode);
     23  ObjectListDeclaration(TrackNode);
    2324 public:
    2425  TrackNode ();
  • trunk/src/world_entities/Makefile.am

    r9869 r10368  
    66
    77## THESE ARE THE BASE CLASSES OF ALL WORLD_ENTITIES
    8 libORXwe_a_SOURCES = \
    9                 world_entity.cc \
    10                 \
    11                 camera.cc \
    12                 playable.cc \
    13                 player.cc \
    14                 \
    15                 npcs/npc.cc \
    16                 \
    17                 weapons/weapon_manager.cc \
    18                 weapons/crosshair.cc \
    19                 weapons/weapon.cc \
    20                 weapons/ammo_container.cc \
    21                 projectiles/projectile.cc \
    22                 \
    23                 extendable.cc \
    24                 power_ups/power_up.cc \
    25                 power_ups/param_power_up.cc \
    26                 power_ups/weapon_power_up.cc \
    27                 \
    28                 spawning_point.cc \
    29                 \
    30                 \
    31                 effects/explosion.cc \
    32                 effects/billboard.cc \
    33                 \
    34                 \
    35                 elements/glgui_energywidget.cc
     8libORXwe_a_SOURCES = world_entity.cc                            camera.cc               playable.cc             player.cc \
     9                                                npcs/npc.cc                             weapons/weapon_manager.cc               weapons/crosshair.cc \
     10                                weapons/weapon.cc               weapons/ammo_container.cc               projectiles/projectile.cc \
     11                                                extendable.cc           power_ups/power_up.cc           power_ups/param_power_up.cc \
     12                                power_ups/weapon_power_up.cc                            spawning_point.cc                                               effects/explosion.cc            effects/billboard.cc            effects/wobblegrid.cc\
     13                                effects/trail.cc                                elements/glgui_energywidget.cc elements/glgui_energywidgetvertical.cc
    3614
    3715
    38 noinst_HEADERS  = \
    39                 world_entity.h \
    40                 \
    41                 camera.h \
    42                 extendable.h \
    43                 playable.h \
    44                 player.h \
    45                 \
    46                 npcs/npc.h \
    47                 \
    48                 weapons/weapon_manager.h \
    49                 weapons/crosshair.h \
    50                 weapons/weapon.h \
    51                 weapons/ammo_container.h \
    52                 projectiles/projectile.h \
    53                 \
    54                 power_ups/power_up.h \
    55                 power_ups/param_power_up.h \
    56                 power_ups/weapon_power_up.h \
    57                 \
    58                 spawning_point.h \
    59                 \
    60                 \
    61                 effects/explosion.h \
    62                 effects/billboard.h \
    63                 \
    64                 \
    65                 \
    66                 elements/glgui_energywidget.h \
    67                 \
    68                 \
    69                 $(WorldEntities_HEADERS_)
     16noinst_HEADERS = world_entity.h                                 camera.h                extendable.h            playable.h \
     17                                player.h                                npcs/npc.h                              weapons/weapon_manager.h                weapons/crosshair.h \
     18                                weapons/weapon.h                weapons/ammo_container.h                projectiles/projectile.h \
     19                                                power_ups/power_up.h            power_ups/param_power_up.h              power_ups/weapon_power_up.h \
     20                                                spawning_point.h                                                effects/explosion.h             effects/billboard.h             effects/trail.h                 effects/wobblegrid.h\
     21                                                                                elements/glgui_energywidget.h elements/glgui_energywidgetvertical.h
    7022
    7123
  • trunk/src/world_entities/WorldEntities.am

    r10321 r10368  
    2323                world_entities/character_attributes.cc \
    2424                world_entities/test_entity.cc \
     25                world_entities/test_entity2.cc \
    2526                world_entities/planet.cc \
    2627                world_entities/bsp_entity.cc \
     
    3940                world_entities/weapons/fps_sniper_rifle.cc \
    4041                world_entities/weapons/boomerang_gun.cc \
    41                 \
     42                world_entities/weapons/light_blaster.cc \
     43                world_entities/weapons/medium_blaster.cc \
     44                world_entities/weapons/heavy_blaster.cc \
     45                world_entities/weapons/swarm_launcher.cc \
     46                world_entities/weapons/spike_launcher.cc \
     47                world_entities/weapons/spike_thrower.cc \
     48                world_entities/weapons/acid_launcher.cc \
     49                \
     50                world_entities/projectiles/lbolt.cc \
     51                world_entities/projectiles/mbolt.cc \
     52                world_entities/projectiles/hbolt.cc \
     53                world_entities/projectiles/swarm_projectile.cc \
    4254                world_entities/projectiles/bomb.cc \
    4355                world_entities/projectiles/laser.cc \
     
    4860                world_entities/projectiles/boomerang_projectile.cc \
    4961                world_entities/projectiles/hyperblast.cc \
     62                world_entities/projectiles/spike.cc \
     63                world_entities/projectiles/acid_splash.cc \
     64                \
     65                world_entities/projectiles/projectile_weapon.cc \
     66                world_entities/projectiles/spike_ball.cc \
    5067                \
    5168                world_entities/power_ups/turret_power_up.cc \
     
    83100                world_entities/particles/box_emitter.cc \
    84101                world_entities/particles/plane_emitter.cc \
     102        world_entities/particles/emitter_node.cc \
    85103                \
    86104                world_entities/particles/particle_system.cc \
     
    129147                character_attributes.h \
    130148                test_entity.h \
     149                test_entity2.h \
    131150                planet.h \
    132151                bsp_entity.h \
     
    145164                weapons/aiming_system.h \
    146165                weapons/fps_sniper_rifle.h \
    147                 \
     166                weapons/light_blaster.h \
     167                weapons/medium_blaster.h \
     168                weapons/heavy_blaster.h \
     169                weapons/swarm_launcher.h \
     170                weapons/spike_launcher.h \
     171                weapons/spike_thrower.h \
     172                weapons/acid_launcher.h \
     173                \
     174                projectiles/lbolt.h \
     175                projectiles/mbolt.h \
     176                projectiles/hbolt.h \
     177                projectiles/swarm_projectile.h \
    148178                projectiles/bomb.h \
    149179                projectiles/laser.h \
     
    154184                projectiles/boomerang_projectile.h \
    155185                projectiles/hyperblast.h \
     186                projectiles/spike.h \
     187                projectiles/spike_ball.h \
     188                projectiles/acid_splash.h \
     189                \
     190                projectiles/projectile_weapon.h \
     191                projectiles/spike_ball.h \
    156192                \
    157193                power_ups/turret_power_up.h \
     
    172208                environments/model_entity.h \
    173209                environments/building.h \
    174                 environments/rotor.h \
    175210                environments/mapped_water.h \
     211                environments/rotor.h \
    176212                \
    177213                elements/image_entity.h \
     
    188224                particles/box_emitter.h \
    189225                particles/plane_emitter.h \
     226        particles/emitter_node.h \
    190227                \
    191228                particles/particle_system.h \
  • trunk/src/world_entities/camera.cc

    r9869 r10368  
    1818#include "key_mapper.h"
    1919#include "glincl.h"
     20//#include "util/loading/load_param.h"
     21#include "world_entity.h"
    2022
    2123ObjectListDefinition(Camera);
     
    2729{
    2830  this->registerObject(this, Camera::_objectList);
     31  this->init();
     32}
     33
     34/*
     35Camera::Camera(const TiXmlElement* root)
     36{
     37  this->registerObject(this, Camera::_objectList);
     38  this->init();
     39  this->loadParams(root);
     40}
     41*/
     42
     43/**
     44 *  default destructor
     45*/
     46Camera::~Camera()
     47{}
     48
     49void Camera::init()
     50{
    2951  this->setName("camera");
    3052  this->target = new CameraTarget();
     
    3759  this->subscribeEvent(ES_GAME, KeyMapper::PEV_VIEW5);
    3860
    39   this->setFovy(90);
    40   this->setAspectRatio(1.2f);
     61  //this->setFovy(90);
     62  this->setAspectRatio(1.33f);
    4163  this->setClipRegion(.1, 10000);
     64 
     65  this->viewTopFovy = 60;
     66  this->viewNormalFovy = 90;
     67  this->viewFrontFovy = 120;
     68  this->viewRightFovy = 90;
     69  this->viewLeftFovy = 90;
     70
     71  this->viewTopDistance = 70;
     72  this->viewNormalDistance = 10;
     73  this->viewFrontDistance = 4;
     74  this->viewRightDistance = 10;
     75  this->viewLeftDistance = 10;
     76
     77  //this->loadParams(doc.RootElement());
    4278
    4379  this->setViewMode(Camera::ViewNormal);
    4480
    4581  this->setParentMode(PNODE_ALL);
    46 }
    47 
    48 /**
    49  *  default destructor
    50 */
    51 Camera::~Camera()
    52 {}
     82  this->eventHandling = true;
     83}
    5384
    5485/**
     
    100131    default:
    101132    case Camera::ViewNormal:
    102       this->toFovy = 60.0;
    103       this->setRelCoorSoft(-10, 5, 0);
     133    {
     134      this->fovy = viewNormalFovy;
     135      this->toFovy = viewNormalFovy;
     136      //this->fovy = 60;
     137      //this->toFovy = 60;
     138      this->setRelCoorSoft(-2.0/3.0 * this->viewNormalDistance, 1.0/3.0 * this->viewNormalDistance, 0);
    104139      this->target->setRelCoorSoft(0,0,0);
    105140      break;
     141    }
    106142    case Camera::ViewBehind:
    107143      break;
    108144    case Camera::ViewFront:
    109       this->toFovy = 120.0;
    110       this->setRelCoorSoft(4, 0, 0, 5);
     145    {
     146      this->fovy = viewFrontFovy;
     147      this->toFovy = viewFrontFovy;
     148      this->setRelCoorSoft(this->viewFrontDistance, 0, 0, 5);
    111149      this->target->setRelCoorSoft(Vector(10,0,0), 5);
    112150      break;
     151    }
    113152    case Camera::ViewLeft:
    114       this->toFovy = 90;
    115       this->setRelCoorSoft(0, 1, -10, .5);
     153    {
     154      this->fovy = viewLeftFovy;
     155      this->toFovy = viewLeftFovy;
     156      this->setRelCoorSoft(0, 1, -viewLeftDistance, .5);
    116157      this->target->setRelCoorSoft(0,0,0);
    117158      break;
     159    }
    118160    case Camera::ViewRight:
    119       this->toFovy = 90;
    120       this->setRelCoorSoft(Vector(0, 1, 10));
     161    {
     162      this->fovy = viewRightFovy;
     163      this->toFovy = viewRightFovy;
     164      this->setRelCoorSoft(Vector(0, 1, viewRightDistance), 0.5);
    121165      this->target->setRelCoorSoft(0,0,0);
    122166      break;
     167    }
    123168    case Camera::ViewTop:
    124       this->toFovy= 120;
    125       this->setRelCoorSoft(Vector(30, 50, 0));
    126       this->target->setRelCoorSoft(35,0,0);
     169    {
     170      this->fovy= viewTopFovy;
     171      this->toFovy = viewTopFovy;
     172      this->setRelCoor(Vector(-0.05, this->viewTopDistance , 0));
     173      this->target->setRelCoor(0,0,0);
     174    }
    127175  }
    128176}
     
    143191
    144192  float tmpFovy = (this->toFovy - this->fovy);
    145   if (tmpFovy > 0.01)
     193  if (fabsf(tmpFovy) > 0.01)
    146194    this->fovy += tmpFovy * fabsf(dt);
    147195}
     
    192240void Camera::process(const Event &event)
    193241{
    194   if( event.type == KeyMapper::PEV_VIEW0)
     242  if (eventHandling == true)
    195243  {
    196     this->setViewMode(Camera::ViewNormal);
     244    if( event.type == KeyMapper::PEV_VIEW0)
     245    {
     246      this->setViewMode(Camera::ViewNormal);
     247    }
     248    else if( event.type == KeyMapper::PEV_VIEW1)
     249    {
     250      this->setViewMode(Camera::ViewBehind);
     251    }
     252    else if( event.type == KeyMapper::PEV_VIEW2)
     253    {
     254      this->setViewMode(Camera::ViewFront);
     255    }
     256    else if( event.type == KeyMapper::PEV_VIEW3)
     257    {
     258      this->setViewMode(Camera::ViewLeft);
     259    }
     260    else if( event.type == KeyMapper::PEV_VIEW4)
     261    {
     262      this->setViewMode(Camera::ViewRight);
     263    }
     264    else if( event.type == KeyMapper::PEV_VIEW5)
     265    {
     266      this->setViewMode(Camera::ViewTop);
     267    }
    197268  }
    198   else if( event.type == KeyMapper::PEV_VIEW1)
    199   {
    200     this->setViewMode(Camera::ViewBehind);
    201   }
    202   else if( event.type == KeyMapper::PEV_VIEW2)
    203   {
    204     this->setViewMode(Camera::ViewFront);
    205   }
    206   else if( event.type == KeyMapper::PEV_VIEW3)
    207   {
    208     this->setViewMode(Camera::ViewLeft);
    209   }
    210   else if( event.type == KeyMapper::PEV_VIEW4)
    211   {
    212     this->setViewMode(Camera::ViewRight);
    213   }
    214   else if( event.type == KeyMapper::PEV_VIEW5)
    215   {
    216     this->setViewMode(Camera::ViewTop);
    217   }
     269}
     270
     271/*
     272void Camera::loadParams(const TiXmlElement* root)
     273{
     274  // Do the PNode loading stuff
     275  PNode::loadParams(root);
     276
     277  LoadParam(root, "viewTopFovy", this, Camera, setViewTopFovy);
     278  LoadParam(root, "viewFrontFovy", this, Camera, setViewFrontFovy);
     279  LoadParam(root, "viewLeftFovy", this, Camera, setViewLeftFovy);
     280  LoadParam(root, "viewRightFovy", this, Camera, setViewRightFovy);
     281  LoadParam(root, "viewBehindFovy", this, Camera, setViewBehindFovy);
     282  LoadParam(root, "viewNormalFovy", this, Camera, setViewNormalFovy);
     283
     284  LoadParam(root, "viewTopDistance", this, Camera, setViewTopDistance);
     285  LoadParam(root, "viewFrontDistance", this, Camera, setViewFrontDistance);
     286  LoadParam(root, "viewLeftDistance", this, Camera, setViewLeftDistance);
     287  LoadParam(root, "viewRightDistance", this, Camera, setViewRightDistance);
     288  LoadParam(root, "viewBehindDistance", this, Camera, setViewBehindDistance);
     289  LoadParam(root, "viewNormalDistance", this, Camera, setViewNormalDistance);
     290}
     291*/
     292
     293void Camera::setViewTopFovy(float fovy)
     294{
     295  this->viewTopFovy = fovy;
     296}
     297
     298void Camera::setViewFrontFovy(float fovy)
     299{
     300  this->viewFrontFovy = fovy;
     301}
     302
     303void Camera::setViewLeftFovy(float fovy)
     304{
     305  this->viewLeftFovy = fovy;
     306}
     307
     308void Camera::setViewRightFovy(float fovy)
     309{
     310  this->viewRightFovy = fovy;
     311}
     312
     313void Camera::setViewBehindFovy(float fovy)
     314{
     315  this->viewBehindFovy = fovy;
     316}
     317
     318void Camera::setViewNormalFovy(float fovy)
     319{
     320  this->viewNormalFovy = fovy;
     321}
     322
     323void Camera::setViewTopDistance(float Distance)
     324{
     325  this->viewTopDistance = Distance;
     326}
     327
     328void Camera::setViewFrontDistance(float Distance)
     329{
     330  this->viewFrontDistance = Distance;
     331}
     332
     333void Camera::setViewLeftDistance(float Distance)
     334{
     335  this->viewLeftDistance = Distance;
     336}
     337
     338void Camera::setViewRightDistance(float Distance)
     339{
     340  this->viewRightDistance = Distance;
     341}
     342
     343void Camera::setViewBehindDistance(float Distance)
     344{
     345  this->viewBehindDistance = Distance;
     346}
     347
     348void Camera::setViewNormalDistance(float Distance)
     349{
     350  this->viewNormalDistance = Distance;
    218351}
    219352
  • trunk/src/world_entities/camera.h

    r9869 r10368  
    3636
    3737  Camera();
     38  Camera(const TiXmlElement* root);
    3839  virtual ~Camera();
    3940
     
    4344
    4445  void setAspectRatio(float aspectRatio);
     46  inline float getAspectRatio() {return this->aspectRatio;};
     47
    4548  void setClipRegion(float nearClip, float farClip);
    4649
    4750  /** @param fovy new field of view factor (in degrees) */
    48   void setFovy(float fovy) { this->fovy = fovy; };
     51  inline void setFovy(float fovy)
     52  {
     53    this->fovy = fovy;
     54    this->toFovy = fovy;
     55  };
     56
     57  inline float getFovy() {return this->fovy;};
    4958  /** @param fovy new field of view factor (in degrees) to iterate to */
    5059  void setToFovy(float toFovy) { this->toFovy = toFovy; };
     
    5867  inline float distance(const PNode* node) const { return distance(node->getAbsCoor()); }
    5968
     69  inline void setEventHandling(bool b) {this->eventHandling = b;}
     70  inline bool getEventHandling() {return this->eventHandling;}
     71
    6072  void tick(float dt);
    6173  void apply ();
     
    6476  void process(const Event &event);
    6577
     78  //virtual void loadParams(const TiXmlElement* root);
     79
     80  void              setViewTopFovy(float fovy);
     81  void              setViewLeftFovy(float fovy);
     82  void              setViewRightFovy(float fovy);
     83  void              setViewBehindFovy(float fovy);
     84  void              setViewFrontFovy(float fovy);
     85  void              setViewNormalFovy(float fovy);
     86
     87  void              setViewTopDistance(float Distance);
     88  void              setViewLeftDistance(float Distance);
     89  void              setViewRightDistance(float Distance);
     90  void              setViewBehindDistance(float Distance);
     91  void              setViewFrontDistance(float Distance);
     92  void              setViewNormalDistance(float Distance);
     93
    6694private:
     95
     96  void              init();
     97
    6798  CameraTarget*     target;          //!< The Target of the Camera (where this Camera Looks at)
     99
     100  bool              eventHandling;    //!< True, if the Camera handles the processing of events itself. Set false to overwrite the standard handling.
    68101
    69102  float             fovy;            //!< The field of view Angle (in degrees).
     
    79112  Vector            viewVector;      //!< the direction of the camera view
    80113  Vector            upVector;        //!< direction of the up vector
     114
     115  float             viewTopFovy;
     116  float             viewLeftFovy;
     117  float             viewRightFovy;
     118  float             viewBehindFovy;
     119  float             viewFrontFovy;
     120  float             viewNormalFovy;
     121
     122  float             viewTopDistance;
     123  float             viewLeftDistance;
     124  float             viewRightDistance;
     125  float             viewBehindDistance;
     126  float             viewFrontDistance;
     127  float             viewNormalDistance;
     128 
    81129};
    82130
  • trunk/src/world_entities/elements/glgui_energywidget.h

    r8988 r10368  
    2626    void setValue(float value);
    2727
     28    inline GLGuiWidget* getNameWidget() {return &this->_name;};
     29    inline GLGuiWidget* getValueWidget() {return &this->_valueText;};
     30    inline GLGuiWidget* getBarWidget() {return &this->_bar;};
     31
    2832  protected:
    2933    virtual void resize();
  • trunk/src/world_entities/elements/glgui_radar.cc

    r10317 r10368  
    122122          this->_dotLists[i].positions.push_back(Vector2D(((*it)->getAbsCoor().x - _centerNode->getAbsCoor().x) * this->getSizeX2D() ,
    123123                                                 ((*it)->getAbsCoor().z - _centerNode->getAbsCoor().z) * this->getSizeY2D()  )
    124                                                  / (2.0f * _range));
     124                                                 / (3.0f * _range));
    125125        }
    126126
  • trunk/src/world_entities/particles/particle_emitter.h

    r9869 r10368  
    3636  void start();
    3737  void stop();
    38   void tick(float dt);
     38  virtual void tick(float dt);
    3939
    4040  void setSystem(ParticleSystem* system);
     
    7474  float           momentumRandom;    //!< The random variation of the Momentum.
    7575
    76 private:
     76//private:
    7777  ParticleSystem* system;            //!< The ParticleSystem this Emitter Emits into.
    7878  float           saveTime;          //!< The time that was missing by the last Tick (otherwise there would be no emission when framefate is too big).
  • trunk/src/world_entities/playable.cc

    r9869 r10368  
    4444
    4545Playable::Playable()
    46     : weaponMan(this),
    47     supportedPlaymodes(Playable::Full3D),
     46    : weaponMan(this)
     47    ,supportedPlaymodes(Playable::Full3D),
    4848    playmode(Playable::Full3D)
    4949{
  • trunk/src/world_entities/playable.h

    r9869 r10368  
    7171  void setCameraMode(unsigned int cameraMode = 0);
    7272  bool playmodeSupported(Playable::Playmode playmode) const { return this->supportedPlaymodes & playmode; };
    73   bool setPlaymode(Playable::Playmode playmode);
     73  virtual bool setPlaymode(Playable::Playmode playmode);
    7474  Playable::Playmode getPlaymode() const { return this->playmode; };
    7575  virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) = 0;
     
    117117  void unregisterEvent(int eventType);
    118118
     119protected:
     120  WeaponManager         weaponMan;          //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
     121  bool                  bFire;              //!< If the Ship is firing.
     122  short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
     123  Playable::Playmode    playmode;           //!< The current playmode.
     124
    119125private:
    120   WeaponManager         weaponMan;          //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
    121126  std::vector<int>      events;             //!< A list of Events, that are captured for this playable
    122127
    123128  Player*               currentPlayer;      //!< The Player currently connected to this Playable (the one that has controll) otherwise NULL
    124129
    125   bool                  bFire;              //!< If the Ship is firing.
    126130  int                   oldFlags;           //!< Used for synchronisation
    127131
     
    131135
    132136  bool                  bDead;
    133   short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
    134   Playable::Playmode    playmode;           //!< The current playmode.
    135137
    136138  float                 enterRadius;        //!< How far one can be away from the Playable to enter it.
  • trunk/src/world_entities/player.cc

    r9869 r10368  
    1616#include "player.h"
    1717#include "playable.h"
     18#include "space_ships/space_ship.h"
    1819
    1920#include "event_handler.h"
     
    7374    PRINTF(4)("Enter new Playable\n");
    7475    this->playable = playable;
    75     this->_hud.setEnergyWidget(this->playable->getHealthWidget());
    76     this->_hud.setWeaponManager(&this->playable->getWeaponManager());
     76    this->_hud.setArmorWidget(this->playable->getHealthWidget());
     77    if (dynamic_cast<SpaceShip*>(this->playable) != 0)
     78      this->_hud.setWeaponManager(&this->playable->getWeaponManager(), &dynamic_cast<SpaceShip*>(this->playable)->getWeaponManagerSecondary());
     79    else
     80      this->_hud.setWeaponManager(&this->playable->getWeaponManager());
    7781
    7882    this->playable->setPlayer(this);
     
    9498void Player::weaponConfigChanged()
    9599{
    96   this->_hud.updateWeaponManager();
     100  //this->_hud.updateWeaponManager();
     101
     102  if (dynamic_cast<SpaceShip*>(this->playable) != 0)
     103      this->_hud.setWeaponManager(&this->playable->getWeaponManager(), &dynamic_cast<SpaceShip*>(this->playable)->getWeaponManagerSecondary());
     104    else
     105      this->_hud.setWeaponManager(&this->playable->getWeaponManager());
    97106}
    98107
     
    128137}
    129138
     139
  • trunk/src/world_entities/player.h

    r9869 r10368  
    1 /*!
     1 /*!
    22 * @file player.h
    33 * Implements a basic playable WorldEntity
     
    4646  private:
    4747    Playable*         playable;                 //!< The one we controll or NULL if none
    48     Hud               _hud;                      //!< The HUD to be displayed for this Player.
     48    Hud               _hud;                     //!< The HUD to be displayed for this Player.
    4949};
    5050
  • trunk/src/world_entities/projectiles/projectile.cc

    r10013 r10368  
    2525#include "playable.h"
    2626
     27#include <cmath>
     28
    2729#include "debug.h"
    2830
     
    4648  this->subscribeReaction( CoRe::CREngine::CR_PHYSICS_FULL_WALK, Playable::staticClassID());
    4749
     50  this->physDamage = 0.0f;
     51  this->elecDamage = 0.0f;
    4852  //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
    4953}
     
    6064  */
    6165  //delete this->projectileModel;
     66}
     67
     68Projectile::Projectile (float pDamage, float eDamage, PNode* target) : WorldEntity()
     69{
     70  this->registerObject(this, Projectile::_objectList);
     71
     72  this->lifeCycle = 0.0;
     73  this->lifeSpan = 1.0f; /* sec */
     74  this->removeNode();
     75
     76  /* character attributes */
     77  this->setHealth(1.0f);
     78  this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points
     79
     80  this->physDamage = pDamage;
     81  this->elecDamage = eDamage;
     82  this->target = target;
     83
     84  //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
     85}
     86
     87void Projectile::initialize(float pDamage, float eDamage, PNode* target)
     88{
     89  /* character attributes*/
     90  this->physDamage = pDamage;
     91  this->elecDamage = eDamage;
     92  this->target = target;
    6293}
    6394
     
    124155
    125156
     157void Projectile::collidesWith (WorldEntity* target, const Vector& location)
     158{
     159  dynamic_cast<SpaceShip*>(target)->damage(this->getPhysDamage(),this->getElecDamage());
     160//   this->destroy(NULL);
     161  this->destroy(target);
     162}
     163
     164
     165
    126166/**
    127167 * signal tick, time dependent things will be handled here
     
    130170void Projectile::tick (float dt)
    131171{
    132   Vector v = this->velocity * (dt);
    133   this->shiftCoor(v);
    134 
    135172  if (this->tickLifeCycle(dt))
    136173    this->destroy( NULL );
  • trunk/src/world_entities/projectiles/projectile.h

    r9869 r10368  
    1212#include "world_entity.h"
    1313#include "loading/fast_factory.h"
     14#include "space_ships/space_ship.h"
    1415
    1516#include "sound_source.h"
     
    2223    Projectile ();
    2324    virtual ~Projectile ();
     25
     26    /** @brief Constructor with variable passing*/
     27    Projectile (float pDamage, float eDamage, PNode* target);
     28    /** @brief for void construction; setting values later - needed for FastFactory*/
     29    virtual void initialize(float pDamage, float eDamage, PNode* target);
    2430
    2531    void setFlightDirection(const Quaternion& flightDirection);
     
    4450    virtual void destroy (WorldEntity* killer);
    4551
     52    virtual void collidesWith (WorldEntity* target, const Vector& location);  //!< collision handler; used against SpaceShip as most target will be
     53
     54
    4655    virtual void tick (float dt);
    4756    /** @brief convenience function
     
    5059    inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); }
    5160
     61    inline float getPhysDamage() { return this->physDamage; };
     62    inline float getElecDamage() { return this->elecDamage; };
     63
     64    inline void setPhysDamage( float dmg) {this->physDamage = dmg; };
     65    inline void setElecDamage( float dmg) {this->elecDamage = dmg; };
    5266
    5367  protected:
    5468    // energy
    55     float                  energyMin;                 //!< The minimal Energy a Projectile needs to be emitted.
    56     bool                   bChargeable;               //!< if the Projectile is Charegeable
     69    int                origList;                        //!< FIXME currently a fix around the collision seg fault
     70    float                   energyMin;                //!< The minimal Energy a Projectile needs to be emitted.
     71    bool                    bChargeable;              //!< if the Projectile is Charegeable
    5772
    58     float                  lifeCycle;                 //!< The percentage of the Lifetime done [0-1]
    59     float                  lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds
     73    float                   lifeCycle;                //!< The percentage of the Lifetime done [0-1]
     74    float                   lifeSpan;                 //!< The entire lifespan of the Shoot. in seconds
    6075
    61     Vector                 flightDirection;           //!< DOF direction in which the shoot flighs
     76    float                   physDamage;               //!< damage to shield and armor
     77    float                   elecDamage;               //!< damage to elctronic
     78    float                   turningSpeed;             //!< degrees per tick
    6279
    63     Vector                 velocity;                  //!< velocity of the projectile.
     80    Vector                  flightDirection;          //!< DOF direction in which the shoot flighs
    6481
    65     PNode*                 target;                    //!< A target for guided Weapons.
     82    Vector                  velocity;                 //!< velocity of the projectile.
     83
     84    PNode*                  target;                   //!< A target for guided Weapons.
    6685
    6786    OrxSound::SoundSource  soundSource;
  • trunk/src/world_entities/sound_entity.cc

    r10351 r10368  
    1717#include "sound_entity.h"
    1818
     19#include "util/loading/load_param.h"
    1920#include "util/loading/factory.h"
    2021#include "material.h"
     
    4344    this->loadParams(root);
    4445
    45   this->thunderBuffer = OrxSound::ResourceSoundBuffer("sounds/atmosphere/thunder.wav");
    4646}
    4747
     
    5353{
    5454}
    55 
    5655
    5756/**
     
    7372 * @param fileName name of the sound source
    7473 */
    75 void SoundEntity::setSoundFile(const std::string fileName)
     74void SoundEntity::setSoundFile(const std::string& fileName)
    7675{
    7776  this->soundBuffer = OrxSound::ResourceSoundBuffer(fileName);
  • trunk/src/world_entities/sound_entity.h

    r10351 r10368  
    2828    virtual void loadParams(const TiXmlElement* root);
    2929
    30     void setSoundFile(const std::string fileName);
     30    void setSoundFile(const std::string& fileName);
    3131
    3232    virtual void activate();
  • trunk/src/world_entities/space_ships/space_ship.cc

    r10317 r10368  
    2323
    2424#include "weapons/test_gun.h"
     25#include "weapons/light_blaster.h"
     26#include "weapons/medium_blaster.h"
     27#include "weapons/heavy_blaster.h"
     28#include "weapons/swarm_launcher.h"
     29#include "weapons/spike_launcher.h"
     30#include "weapons/spike_thrower.h"
     31#include "weapons/acid_launcher.h"
     32#include "weapons/boomerang_gun.h"
    2533#include "weapons/turret.h"
    2634#include "weapons/cannon.h"
    2735
     36#include "elements/glgui_energywidgetvertical.h"
     37#include "glgui_bar.h"
     38
    2839#include "particles/dot_emitter.h"
     40#include "particles/emitter_node.h"
    2941#include "particles/sprite_particles.h"
     42#include "effects/trail.h"
     43
     44#include "effects/wobblegrid.h"
    3045
    3146#include "util/loading/factory.h"
     
    4459#include "state.h"
    4560#include "player.h"
     61#include "camera.h"
     62
    4663
    4764#include "util/loading/load_param.h"
     65#include "time.h"
     66
     67#include "track/track.h"
     68#include "math.h"
    4869
    4970
    5071// #include "lib/gui/gl_gui/glgui_bar.h"
    5172// #include "lib/gui/gl_gui/glgui_pushbutton.h"
    52 
    5373
    5474
     
    7090                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
    7191                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
     92                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
    7293                       );
    7394
     
    85106 */
    86107SpaceShip::SpaceShip(const std::string& fileName)
     108    : secWeaponMan(this) //,
     109    //supportedPlaymodes(Playable::Vertical) ,
     110    //playmode(Playable::Vertical)
    87111{
    88112  this->init();
     
    105129*/
    106130SpaceShip::SpaceShip(const TiXmlElement* root)
     131    : secWeaponMan(this) //,
     132    //supportedPlaymodes(Playable::Vertical) ,
     133    //playmode(Playable::Vertical)
    107134{
    108135  this->init();
     136  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
    109137  if (root != NULL)
    110138    this->loadParams(root);
     
    118146void SpaceShip::init()
    119147{
     148
     149  srand(time(0));   //initialize Random Nomber Generator
     150
    120151  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
    121152  this->registerObject(this, SpaceShip::_objectList);
    122 
    123153  PRINTF(4)("SPACESHIP INIT\n");
    124 
     154  this->weaponMan.setParentEntity( this);
    125155  //weapons:
    126   Weapon* wpRight = new TestGun(0);
    127   wpRight->setName("testGun Right");
    128   Weapon* wpLeft = new TestGun(1);
    129   wpLeft->setName("testGun Left");
    130   //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
    131 
    132   //cannon->setName("BFG");
    133 
    134   this->addWeapon(wpLeft, 1, 0);
    135   this->addWeapon(wpRight,1 ,1);
    136   //this->addWeapon(cannon, 0, 6);
    137 
    138   this->getWeaponManager().changeWeaponConfig(1);
    139 
    140   bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
    141 
    142   xMouse = yMouse = 0;
    143   yInvert = 1;
    144   mouseSensitivity = 0.001;
    145   airViscosity = 0.9;
    146   controlVelocityX = 25;
    147   controlVelocityY = 150;
    148   shipInertia = 1.5;
    149   //  cycle = 0.0;
    150 
    151   this->setHealthMax(100);
    152   this->setHealth(80);
    153 
    154   travelSpeed = 0.0;
    155   acceleration = 3;
    156   this->velocity = this->getAbsDirX()*travelSpeed;
    157   this->mouseDir = this->getAbsDir();
    158   this->pitchDir = this->getAbsDir();
    159 
    160   //   GLGuiButton* button = new GLGuiPushButton();
    161   //    button->show();
    162   //    button->setLabel("orxonox");
    163   //    button->setBindNode(this);
    164   //     GLGuiBar* bar = new GLGuiBar();
    165   //     bar->show();
    166   //     bar->setValue(7.0);
    167   //     bar->setMaximum(10);
    168   //     bar->setSize2D( 20, 100);
    169   //     bar->setAbsCoor2D( 10, 200);
     156
     157  Weapon* wpRight1 = new LightBlaster ();
     158  wpRight1->setName( "LightBlaster");
     159  Weapon* wpLeft1 = new LightBlaster ();
     160  wpLeft1->setName( "LightBlaster");
     161
     162  Weapon* wpRight2 = new MediumBlaster ();
     163  wpRight2->setName( "MediumBlaster");
     164  Weapon* wpLeft2 = new MediumBlaster ();
     165  wpLeft2->setName( "MediumBlaster");
     166
     167  Weapon* wpRight3 = new HeavyBlaster (1);
     168  wpRight3->setName( "HeavyBlaster");
     169  Weapon* wpLeft3 = new HeavyBlaster (0);
     170  wpLeft3->setName( "HeavyBlaster");
     171
     172  Weapon* cannon = new SwarmLauncher();
     173  cannon->setName( "SwarmLauncher");
     174
     175  Weapon* spike = new SpikeThrower();
     176  spike->setName( "SpikeThrower" );
     177
     178
     179  Weapon* acid0 = new AcidLauncher();
     180  acid0->setName( "AcidSplasher" );
     181
     182  Weapon* acid1 = new AcidLauncher();
     183  acid1->setName( "AcidSplasher" );
     184
     185
     186  this->weaponMan.addWeapon( wpLeft1, 0, 0);
     187  this->weaponMan.addWeapon( wpRight1, 0, 1);
     188
     189  this->weaponMan.addWeapon( wpLeft2, 1, 2);
     190  this->weaponMan.addWeapon( wpRight2, 1, 3);
     191
     192  this->weaponMan.addWeapon( wpLeft3, 2, 4);
     193  this->weaponMan.addWeapon( wpRight3, 2, 5);
     194/*
     195  this->weaponMan.addWeapon( wpLeft1, 3, 0);
     196  this->weaponMan.addWeapon( wpRight1, 3, 1);
     197
     198  this->weaponMan.addWeapon( wpLeft2, 3, 2);
     199  this->weaponMan.addWeapon( wpRight2, 3, 3);
     200
     201  this->weaponMan.addWeapon( wpLeft3, 3, 4);
     202  this->weaponMan.addWeapon( wpRight3, 3, 5);
     203*/
     204
     205  this->weaponMan.addWeapon( acid0, 3, 0);
     206  this->weaponMan.addWeapon( acid1, 3, 1);
     207
     208
     209  this->secWeaponMan.addWeapon( cannon, 0, 2);
     210  this->secWeaponMan.addWeapon( spike, 1, 3);
     211//   this->secWeaponMan.addWeapon( acid0, 2, 2);
     212//   this->secWeaponMan.addWeapon( acid1, 2, 3);
     213
     214
     215  this->weaponMan.changeWeaponConfig(3);
     216  this->secWeaponMan.changeWeaponConfig(1);
     217
     218  curWeaponPrimary    = 0;
     219  curWeaponSecondary  = 1;
     220
     221  Playable::weaponConfigChanged();
     222
     223  reactorOutput     = 10;
     224
     225  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
     226  engineSpeedBase   = 5;
     227  shieldRegen       = 2;
     228
     229  shieldEnergyShare = 0.3;
     230  weaponEnergyShare = 0.3;
     231  engineEnergyShare = 0.4;
     232
     233  shieldCur         = 20;
     234  shieldMax         = 100;
     235  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
     236
     237  this->setHealth( 20);
     238  this->setHealthMax( 100);
     239
     240  electronicCur = 50;
     241  electronicMax = 50;
     242  electronicRegen   = 3;
     243  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
     244
     245
     246  this->loadModel("models/ships/mantawing.obj");
     247  //this->setVisibiliy(false);
     248
     249  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
     250
     251  this->setHealthMax(shieldMax);
     252  this->setHealth(shieldCur);
     253
     254  this->travelNode = new PNode();
     255
     256  // camera - issue
     257  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
     258  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
     259
     260  // widget handling
     261  /*
     262  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     263  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
     264  this->electronicWidget->setSize2D(30,400);
     265  this->electronicWidget->setAbsCoor2D(150,200);
     266  this->electronicWidget->shiftDir2D(270);
     267  this->updateElectronicWidget();
     268  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     269  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
     270  this->shieldWidget->setSize2D(30,400);
     271  this->shieldWidget->setAbsCoor2D(200,200);
     272  this->shieldWidget->shiftDir2D(270);
     273  this->updateShieldWidget();
     274  if (this->hasPlayer())
     275  {
     276    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
     277    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
     278  }
     279  */
     280  this->electronicWidget = NULL;
     281  this->shieldWidget = NULL;
    170282
    171283  //add events to the eventlist
     
    177289  //registerEvent(SDLK_e);
    178290  registerEvent(KeyMapper::PEV_FIRE1);
     291  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
    179292  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
    180293  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
     
    183296  registerEvent(EV_MOUSE_MOTION);
    184297
    185   this->getWeaponManager().setSlotCount(7);
    186 
    187   this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0));
    188   this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    189 
    190   this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0));
    191   this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    192 
    193   this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
    194   this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
    195 
    196   this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
    197   this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
    198 
    199   this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
    200   this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
    201 
    202   this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
    203   this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
    204   //
    205   this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
    206   this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    207   //
    208   //   this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
    209   //   this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
    210   //
    211   //   this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
    212   //   this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
    213 
    214   this->getWeaponManager().getFixedTarget()->setParent(this);
    215   this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
    216 
    217   dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
    218 
    219   this->burstEmitter = new DotEmitter(200, 0.0, .01);
    220   this->burstEmitter->setParent(this);
    221   this->burstEmitter->setRelCoor(-1, .5, 0);
    222   this->burstEmitter->setName("SpaceShip_Burst_emitter");
    223 
    224   this->burstSystem = new SpriteParticles(1000);
    225   this->burstSystem->addEmitter(this->burstEmitter);
    226   this->burstSystem->setName("SpaceShip_Burst_System");
    227   ((SpriteParticles*)this->burstSystem)->setMaterialTexture("textures/radial-trans-noise.png");
    228   this->burstSystem->setLifeSpan(1.0, .3);
    229   this->burstSystem->setRadius(0.0, 1.0);
    230   this->burstSystem->setRadius(0.05, 1.0);
    231   this->burstSystem->setRadius(.5, .8);
    232   this->burstSystem->setRadius(1.0, 0);
    233   this->burstSystem->setColor(0.0, .7,.7,1,.7);
    234   this->burstSystem->setColor(0.2, 0,0,0.8,.5);
    235   this->burstSystem->setColor(0.5, .5,.5,.8,.8);
    236   this->burstSystem->setColor(1.0, .8,.8,.8,.0);
    237 
    238   registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
    239   registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
    240 
    241   registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) );
    242   registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) );
     298  this->weaponMan.setParentEntity( this);
     299  this->secWeaponMan.setParentEntity( this);
     300
     301  this->weaponMan.setSlotCount(8);
     302
     303  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
     304  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     305
     306  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
     307  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     308
     309  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
     310  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
     311
     312  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
     313  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
     314
     315  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
     316  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
     317
     318  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
     319  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
     320
     321  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
     322  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
     323
     324  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
     325  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
     326
     327  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
     328  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     329
     330  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
     331  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     332
     333  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
     334  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
     335
     336  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
     337  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
     338
     339  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
     340  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
     341
     342  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
     343  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
     344
     345
     346  this->weaponMan.getFixedTarget()->setParent(this);
     347  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
     348
     349
     350  this->secWeaponMan.getFixedTarget()->setParent(this);
     351  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
     352  this->secWeaponMan.setRotationSpeed(0);
     353
     354  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
     355
     356
     357  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
     358  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
    243359  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
    244360  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
    245   registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
    246   registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
    247   registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) );
    248   registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) );
     361  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
     362  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
     363  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
     364  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
     365
     366  //this->airFriction = 0.5f;
     367  //this->travelDistancePlus = Vector2D(38.0, 43.0);
     368  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
     369  this->travelDistancePlus = Vector2D(50,50);
     370  this->travelDistanceMinus = Vector2D(-50,-50);
     371  this->isTravelDistanceInit = true;
     372  this->actionWidthPercentage = 1;
     373
     374  this->cameraSpeed = 40;
     375  this->cameraLook = 0.0f;
     376  //this->airFriction = 0.0f;
     377
     378  srand(time(0));  //initaialize RNG
     379
     380  this->travelNode->debugDraw();
     381
     382  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
     383
     384  /// FIXME
     385  this->trail = new Trail( 5, 10, .2, this);
     386  this->trail->setTexture( "maps/engine.png");
     387
     388  this->trailL = new Trail( 5, 10, .2, this);
     389  this->trailL->setTexture( "maps/engine.png");
     390
     391  this->trailR = new Trail( 5, 10, .2, this);
     392  this->trailR->setTexture( "maps/engine.png");
     393
     394
     395  this->toList(OM_GROUP_00);
     396
     397  //FIXME Just testaddition to show the wobblegrid
     398/*
     399  this->test  = new Wobblegrid(5);
     400  test->setTexture("maps/blub.png");
     401
     402  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
     403  test->setParent( this);
     404*/
     405
    249406}
    250407
     
    257414{
    258415  Playable::loadParams(root);
    259 }
    260 
    261 void SpaceShip::setPlayDirection(const Quaternion& quat, float speed)
    262 {
    263   this->mouseDir = quat;
    264 }
    265 
     416
     417  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
     418  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
     419  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
     420  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
     421
     422  State::getCamera()->setViewMode(Camera::ViewTop);
     423}
     424
     425
     426void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
     427{
     428  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
     429}
    266430
    267431void SpaceShip::reset()
    268432{
    269   bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
    270 
    271   xMouse = yMouse = 0;
     433  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
     434
     435  //xMouse = yMouse = 0;
    272436
    273437  this->setHealth(80);
     
    278442void SpaceShip::enter()
    279443{
    280   dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
    281   this->attachCamera();
     444  this->secWeaponMan.showCrosshair();
     445  this->toList( OM_GROUP_01 );
     446  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
     447  State::getPlayer()->hud().setOverlayActive(true);
     448  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
     449  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
     450  //this->attachCamera();
     451 // this->setPlaymode(Playable::Horizontal);
    282452}
    283453
    284454void SpaceShip::leave()
    285455{
    286   dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
    287   this->detachCamera();
     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();
    288463}
    289464
     
    294469void SpaceShip::postSpawn ()
    295470{
     471  if(this->hasPlayer())
     472    Playable::postSpawn();
     473
    296474  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
    297475}
     
    301479*/
    302480void SpaceShip::leftWorld ()
    303 {}
     481{
     482
     483}
    304484
    305485WorldEntity* ref = NULL;
    306 /**
    307  *  this function is called, when two entities collide
    308  * @param entity: the world entity with whom it collides
    309  *
    310  * Implement behaviour like damage application or other miscellaneous collision stuff in this function
    311  */
    312 void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
    313 {
    314 }
    315486
    316487/**
     
    321492  WorldEntity::draw();
    322493
     494  glMatrixMode(GL_MODELVIEW);
     495  glPushMatrix();
     496
     497  float matrix[4][4];
     498  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
     499  this->getAbsDir().matrix (matrix);
     500  glMultMatrixf((float*)matrix);
     501  //glScalef(2.0, 2.0, 2.0);  // no double rescale
     502        // FIXME
     503  this->trail->draw();
     504
     505  glTranslatef(0,0,-.5);
     506  this->trailL->draw();
     507
     508  glTranslatef(0,0,1);
     509  this->trailR->draw();
     510
     511  glPopMatrix();
    323512  //this->debug(0);
    324513}
     
    330519void SpaceShip::tick (float time)
    331520{
    332   Playable::tick(time);
    333 
    334   if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
    335   {
    336     if (xMouse > controlVelocityX) xMouse = controlVelocityX;
    337     else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
    338     if (yMouse > controlVelocityY) yMouse = controlVelocityY;
    339     else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
    340 
    341     pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
    342 
    343     mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
    344     xMouse = yMouse = 0;
    345   }
    346 
    347 
    348   //   if( this != State::getPlayer()->getControllable())
    349   //     return;
    350 
    351   // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
    352   //if (this->getOwner() == this->getHostID())
    353   this->calculateVelocity(time);
    354 
    355 
    356   Vector move = velocity*time;
    357 
    358   //orient the velocity in the direction of the spaceship.
    359   travelSpeed = velocity.len();
    360   velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
    361   velocity = (velocity.getNormalized())*travelSpeed;
    362   this->burstEmitter->setEmissionRate(travelSpeed);
    363   this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
     521  // Playable::tick(time);
     522
     523 // this->test->tick(time);
     524
     525  // Own Tick Setup, as a different fire routine is used on the weapon manager
     526  this->weaponMan.tick(time);
     527  this->secWeaponMan.tick(time);
     528
     529  if( this->systemFailure() )
     530    bFire = bSecFire = false;
     531
     532  // fire reqeust/release for primary weapons
     533  if( this->bFire)
     534    this->weaponMan.fire();
     535  else
     536    this->weaponMan.releaseFire();
     537
     538  // fire reqeust/release for secondary weapons
     539  if( this->bSecFire)
     540    this->secWeaponMan.fire();
     541  else
     542    this->secWeaponMan.releaseFire();
     543
     544  // Tracktick
     545  if(this->entityTrack)
     546    this->entityTrack->tick(time);
     547
     548
     549  // Shield Regeneration and other regular calculations on the ship
     550  this->regen(time);
     551
     552  // Weapon Regeneration and other regular calculations on the ship
     553  this->weaponRegen(time);
     554
     555  // current engine speed output
     556  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
     557
     558  // calculation of maxSpeed and acceleration:
     559  this->travelSpeed = this->engineSpeedCur * 5;
     560  this->acceleration = this->travelSpeed * 2;
     561
     562  this->movement(time);
     563
     564   // TRYING TO FIX PNode.
     565  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
     566  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
     567
     568
     569  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
     570  this->oldPos    = this->getAbsCoor();
     571
     572//FIXME
     573  this->trail->tick(time);
     574  this->trailL->tick(time);
     575  this->trailR->tick(time);
     576
     577  if (!this->isTravelDistanceInit)
     578  {
     579    this->updateTravelDistance();
     580    //this->isTravelDistanceInit = true;
     581  }
    364582
    365583  //orient the spaceship in direction of the mouse
     584  /*
    366585  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
    367586  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
    368587    this->setAbsDir( rotQuat);
    369588  //this->setAbsDirSoft(mouseDir,5);
    370 
    371   // this is the air friction (necessary for a smooth control)
    372   if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
    373   else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
    374 
    375   //other physics (gravity)
    376   //if(travelSpeed < 120)
    377   //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
    378 
    379   //hoover effect
    380   //cycle += time;
    381   //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
    382 
    383   //readjust
    384   //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
    385   //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
    386 
    387   //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
    388 
     589  */
     590  /*
    389591  this->shiftCoor(move);
     592  */
    390593
    391594  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
    392595
    393 }
    394 
    395 /**
    396  *  calculate the velocity
    397  * @param time the timeslice since the last frame
    398 */
    399 void SpaceShip::calculateVelocity (float time)
    400 {
    401   Vector accel(0.0, 0.0, 0.0);
    402   /*
    403   Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter
    404   */
    405   //float rotVal = 0.0;
    406   /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
    407   /* calculate the direction in which the craft is heading  */
    408 
    409   //Plane plane(Vector(0,1,0), Vector(0,0,0));
    410 
    411   if( this->bUp )
    412   {
    413     //this->shiftCoor(this->getAbsDirX());
    414     //accel += (this->getAbsDirX())*2;
    415     accel += (this->getAbsDirX())*acceleration;
    416 
    417   }
    418 
    419   if( this->bDown )
    420   {
    421     //this->shiftCoor((this->getAbsDirX())*-1);
    422     //accel -= (this->getAbsDirX())*2;
    423     //if(velocity.len() > 50)
    424     accel -= (this->getAbsDirX())*0.5*acceleration;
    425 
    426 
    427 
    428   }
    429 
    430   if( this->bLeft/* > -this->getRelCoor().z*2*/)
    431   {
    432     this->shiftDir(Quaternion(time, Vector(0,1,0)));
    433     //    accel -= rightDirection;
    434     //velocityDir.normalize();
    435     //rot +=Vector(1,0,0);
    436     //rotVal -= .4;
    437   }
    438   if( this->bRight /* > this->getRelCoor().z*2*/)
    439   {
    440     this->shiftDir(Quaternion(-time, Vector(0,1,0)));
    441 
    442     //    accel += rightDirection;
    443     //velocityDir.normalize();
    444     //rot += Vector(1,0,0);
    445     //rotVal += .4;
    446   }
    447 
    448 
    449   if( this->bRollL /* > -this->getRelCoor().z*2*/)
    450   {
    451     mouseDir *= Quaternion(-time*2, Vector(1,0,0));
    452     //    accel -= rightDirection;
    453     //velocityDir.normalize();
    454     //rot +=Vector(1,0,0);
    455     //rotVal -= .4;
    456   }
    457   if( this->bRollR /* > this->getRelCoor().z*2*/)
    458   {
    459     mouseDir *= Quaternion(time*2, Vector(1,0,0));
    460 
    461     //    accel += rightDirection;
    462     //velocityDir.normalize();
    463     //rot += Vector(1,0,0);
    464     //rotVal += .4;
    465   }
    466   if (this->bAscend )
    467   {
    468     this->shiftDir(Quaternion(time, Vector(0,0,1)));
    469 
    470     //    accel += upDirection;
    471     //velocityDir.normalize();
    472     //rot += Vector(0,0,1);
    473     //rotVal += .4;
    474   }
    475   if (this->bDescend )
    476   {
    477     this->shiftDir(Quaternion(-time, Vector(0,0,1)));
    478 
    479     //    accel -= upDirection;
    480     //velocityDir.normalize();
    481     //rot += Vector(0,0,1);
    482     //rotVal -= .4;
    483   }
    484 
    485   velocity += accel*time*10;
    486   //rot.normalize();
    487   //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
    488596}
    489597
     
    493601void SpaceShip::process(const Event &event)
    494602{
    495   Playable::process(event);
     603  //Playable::process(event);
    496604
    497605  if( event.type == KeyMapper::PEV_LEFT)
    498     this->bRollL = event.bPressed;
     606    this->bLeft = event.bPressed;
    499607  else if( event.type == KeyMapper::PEV_RIGHT)
    500     this->bRollR = event.bPressed;
     608  {
     609    this->bRight = event.bPressed;
     610    printf("ShipCoorX: %f \n", this->getRelCoor().x);
     611  }
    501612  else if( event.type == KeyMapper::PEV_FORWARD)
    502     this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
     613  {
     614    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
     615
     616  }
    503617  else if( event.type == KeyMapper::PEV_BACKWARD)
    504     this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
     618    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
     619  else if( event.type == KeyMapper::PEV_FIRE2)
     620    this->bSecFire = event.bPressed;
     621  else if( event.type == KeyMapper::PEV_FIRE1)
     622    this->bFire = event.bPressed;
     623  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
     624  {
     625    this->nextWeaponConfig();
     626  }
     627  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
     628    this->previousWeaponConfig();
     629
     630  if (!(State::getCamera()->getEventHandling()))
     631  {
     632    if( event.type == KeyMapper::PEV_VIEW0)
     633    {
     634      State::getCamera()->setViewMode(Camera::ViewNormal);
     635      State::getCameraTargetNode()->setParent(this);
     636      State::getCamera()->setParent(this);
     637    }
     638    else if( event.type == KeyMapper::PEV_VIEW1)
     639    {
     640      State::getCamera()->setViewMode(Camera::ViewBehind);
     641      State::getCameraTargetNode()->setParent(this);
     642      State::getCamera()->setParent(this);
     643    }
     644    else if( event.type == KeyMapper::PEV_VIEW2)
     645    {
     646      State::getCamera()->setViewMode(Camera::ViewFront);
     647      State::getCameraTargetNode()->setParent(this);
     648      State::getCamera()->setParent(this);
     649    }
     650    else if( event.type == KeyMapper::PEV_VIEW3)
     651    {
     652      State::getCamera()->setViewMode(Camera::ViewLeft);
     653      State::getCameraTargetNode()->setParent(this);
     654      State::getCamera()->setParent(this);
     655    }
     656    else if( event.type == KeyMapper::PEV_VIEW4)
     657    {
     658      State::getCamera()->setViewMode(Camera::ViewRight);
     659      State::getCameraTargetNode()->setParent(this);
     660      State::getCamera()->setParent(this);
     661    }
     662    else if( event.type == KeyMapper::PEV_VIEW5)
     663    {
     664      State::getCamera()->setViewMode(Camera::ViewTop);
     665      State::getCameraTargetNode()->setParent(this->travelNode);
     666      State::getCamera()->setParent(this->travelNode);
     667    }
     668  }
     669
     670
     671  /*
    505672  else if( event.type == EV_MOUSE_MOTION)
    506673  {
     674
    507675    this->xMouse += event.xRel;
    508676    this->yMouse += event.yRel;
    509677  }
     678  */
    510679}
    511680
    512681void SpaceShip::destroy( WorldEntity* killer )
    513682{
    514   PRINTF(0)("spaceship destroy\n");
     683  if(this->hasPlayer())
     684    Playable::destroy( killer);
     685
     686  PRINTF(5)("spaceship destroy\n");
     687
     688  EmitterNode* node  = NULL;
     689  DotEmitter* emitter = NULL;
     690  SpriteParticles*  explosionParticles  = NULL;
     691
     692  explosionParticles = new SpriteParticles(200);
     693  explosionParticles->setName("SpaceShipExplosionParticles");
     694  explosionParticles->setLifeSpan(.2, .3);
     695  explosionParticles->setRadius(0.0, 10.0);
     696  explosionParticles->setRadius(.5, 6.0);
     697  explosionParticles->setRadius(1.0, 3.0);
     698  explosionParticles->setColor(0.0, 1,1,1,.9);
     699  explosionParticles->setColor(0.1,  1,1,0,.9);
     700  explosionParticles->setColor(0.5, .8,.4,0,.5);
     701  explosionParticles->setColor(1.0, .2,.2,.2,.5);
     702
     703
     704  emitter = new DotEmitter( 2000, 70, 360);
     705  //emitter->setSpread( 0, M_2_PI);
     706  emitter->setEmissionRate( 200.0);
     707  //emitter->setEmissionVelocity( 200.0);
     708  //emitter->setSystem( explosionParticles);
     709  //emitter->setAbsCoor( this->getAbsCoor());
     710
     711  node  = new EmitterNode( .1f);
     712  node->setupParticle( emitter, explosionParticles);
     713  node->setAbsDir( this->getAbsDir());
     714  node->setVelocity( this->getVelocity() * .9f);
     715  node->setAbsCoor( this->getAbsCoor());
     716  if( !node->start())
     717    PRINTF(0)("Explosion node not correctly started!");
     718/*
     719  PNode* node          = new PNode();
     720  node->setAbsCoor(this->getAbsCoor());
     721  Explosion* explosion = new Explosion();
     722  explosion->explode( node, Vector(5,5,5));
     723*/
     724/*
     725  if( this->hasPlayer())
     726  {
     727        this->setAbsCoor(Vector(-10000,10000,10000));
     728        this->hide();
     729  }
     730  else
     731  {*/
     732    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
     733  //}
     734
    515735}
    516736
    517737void SpaceShip::respawn( )
    518738{
    519   toList( OM_PLAYERS );
    520 }
    521 
    522 
    523 
    524 
     739  Playable::respawn();
     740}
     741
     742
     743void SpaceShip::damage(float pDamage, float eDamage){
     744  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
     745
     746  if( this->shieldActive) {
     747    if( this->shieldCur > pDamage) {
     748      this->shieldCur = this->shieldCur - pDamage;
     749    }
     750    else { // shield <= pDamage
     751      this->shieldCur -=pDamage;
     752      this->shieldActive = false; //shield collapses
     753      pDamage += this->shieldCur;
     754      if( !this->shieldActive) {
     755        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
     756        this->electronicCur -= eDamage;
     757      }
     758    }
     759  }
     760  else {
     761    this->armorCur = this->armorCur - pDamage;
     762    this->electronicCur = this->electronicCur - eDamage;
     763  }
     764  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
     765    this->destroy(this);
     766
     767  updateElectronicWidget();
     768  updateShieldWidget();
     769
     770  this->setHealth( this->armorCur);
     771}
     772
     773
     774void SpaceShip::regen(float time){
     775  float tmp;
     776  if (this->armorCur != this->armorMax || this->armorRegen != 0){
     777    tmp = this->armorCur + this->armorRegen * time;
     778    if ( tmp > electronicMax)
     779      this->armorCur = this->armorMax;
     780    else
     781      this->armorCur = tmp;
     782  }
     783  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
     784    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
     785    if( tmp > shieldMax)
     786      this->shieldCur = this->shieldMax;
     787    else
     788      this->shieldCur = tmp;
     789    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
     790
     791    updateShieldWidget();
     792  }
     793
     794  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
     795
     796  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
     797    tmp = this->electronicCur + this->electronicRegen * time;
     798    if ( tmp > electronicMax)
     799      this->electronicCur = this->electronicMax;
     800    else
     801      this->electronicCur = tmp;
     802
     803    updateElectronicWidget();
     804  }
     805
     806}
     807
     808
     809/**
     810 * Weapon regeneration
     811 * does not use any reactor capacity, as it wouldn't work in a consistent way.
     812 */
     813void SpaceShip::weaponRegen(float time)
     814{
     815  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
     816  Weapon* weapon;
     817  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
     818  {
     819    weapon = this->weaponMan.getWeapon(i);
     820    if( weapon != NULL && weapon->isActive())
     821    {
     822      weapon->increaseEnergy( energy);
     823    }
     824
     825  }
     826  // weaponMan.increaseAmmunition( weapon, energy);
     827}
     828
     829
     830void SpaceShip::enterPlaymode(Playable::Playmode playmode)
     831{
     832  switch(playmode)
     833  {
     834    case Playable::Full3D:
     835      /*
     836      if (State::getCameraNode != NULL)
     837      {
     838        Vector absCoor = this->getAbsCoor();
     839        this->setParent(PNode::getNullParent());
     840        this->setAbsCoor(absCoor);
     841        State::getCameraNode()->setParentSoft(&this->cameraNode);
     842        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
     843        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
     844        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
     845
     846      }
     847      */
     848      //break;
     849
     850      break;
     851    case Playable::Horizontal:
     852      if (State::getCameraNode != NULL)
     853      {
     854        this->debugNode(1);
     855        this->travelNode->debugNode(1);
     856
     857        this->travelNode->setAbsCoor(this->getAbsCoor());
     858        this->travelNode->updateNode(0.01f);
     859
     860        this->isTravelDistanceInit = false;
     861
     862        if(this->entityTrack)
     863           this->travelNode->setParent(this->entityTrack->getTrackNode());
     864
     865        this->setParent(this->travelNode);
     866        this->setRelCoor(0,0,0);
     867
     868        State::getCameraNode()->setParentSoft(this->travelNode);
     869        //State::getCameraNode()->setParentSoft(this);
     870        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
     871        State::getCameraTargetNode()->setParentSoft(this->travelNode);
     872        //State::getCameraTargetNode()->setParentSoft(this);
     873        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
     874        this->setCameraMode(Camera::ViewTop);
     875        State::getCamera()->setEventHandling(false);
     876        registerEvent(KeyMapper::PEV_VIEW0);
     877        registerEvent(KeyMapper::PEV_VIEW1);
     878        registerEvent(KeyMapper::PEV_VIEW2);
     879        registerEvent(KeyMapper::PEV_VIEW3);
     880        registerEvent(KeyMapper::PEV_VIEW4);
     881        registerEvent(KeyMapper::PEV_VIEW5);
     882
     883        State::getCamera()->setParentMode(PNODE_ALL);
     884
     885        //this->updateTravelDistance();
     886
     887        this->debugNode(1);
     888        this->travelNode->debugNode(1);
     889      }
     890      break;
     891
     892    default:
     893      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
     894  }
     895}
     896
     897/**
     898 * @brief calculate the velocity
     899 * @param time the timeslice since the last frame
     900*/
     901
     902void SpaceShip::movement (float dt)
     903{
     904  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
     905  //the ship doesn't slide too much.
     906  float airCoeff = 2.5;
     907  float pi = 3.14;
     908
     909  switch(this->getPlaymode())
     910  {
     911    case Playable::Horizontal:
     912    {
     913      // these routines will change the travel movement into zero in a short amout of time, if the player
     914      // doesn't press any buttons.
     915      if (this->travelVelocity.x >= 0)
     916      {
     917        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
     918          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
     919        else
     920          this->travelVelocity.x = 0;
     921      }
     922      else
     923      {
     924        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
     925          this->travelVelocity.x += airCoeff* this->acceleration * dt;
     926        else
     927          this->travelVelocity.x = 0;
     928      }
     929      if (this->travelVelocity.z >= 0)
     930      {
     931        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
     932          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
     933        else
     934          this->travelVelocity.z = 0;
     935      }
     936      else
     937      {
     938        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
     939          this->travelVelocity.z += airCoeff* this->acceleration * dt;
     940        else
     941          this->travelVelocity.z = 0;
     942      }
     943
     944      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
     945      // and its continuing to slide a bit.
     946      Vector oldCoor = this->getRelCoor();
     947      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
     948      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
     949      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
     950      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
     951
     952      if( this->systemFailure() )
     953        bForward = bBackward = bLeft = bRight = false;
     954
     955      if( this->bForward )
     956      {
     957        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
     958        if(this->getRelCoor().x < this->travelDistancePlus.x)
     959        {
     960          if (this->travelVelocity.x < this->travelSpeed)
     961          {
     962            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
     963          }
     964          else
     965          {
     966            this->travelVelocity.x = this->travelSpeed;
     967          }
     968        }
     969        else
     970        {
     971          this->travelVelocity.x = 0.0f;
     972        }
     973      }
     974
     975      if( this->bBackward )
     976      {
     977        if(this->getRelCoor().x > this->travelDistanceMinus.x)
     978        {
     979          if (this->travelVelocity.x > -this->travelSpeed)
     980          {
     981            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
     982          }
     983          else
     984          {
     985            this->travelVelocity.x = -this->travelSpeed;
     986          }
     987        }
     988        else
     989        {
     990          this->travelVelocity.x = 0.0f;
     991        }
     992      }
     993
     994      if( this->bLeft)
     995      {
     996        if(this->getRelCoor().z > this->travelDistanceMinus.y)
     997        {
     998          if (this->travelVelocity.z > -this->travelSpeed)
     999          {
     1000            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
     1001          }
     1002          else
     1003          {
     1004            this->travelVelocity.z = -this->travelSpeed;
     1005          }
     1006        }
     1007        else
     1008        {
     1009          this->travelVelocity.z = 0.0f;
     1010        }
     1011        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
     1012      }
     1013
     1014      if( this->bRight)
     1015      {
     1016        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
     1017        if(this->getRelCoor().z < this->travelDistancePlus.y)
     1018        {
     1019          if (this->travelVelocity.z < this->travelSpeed)
     1020          {
     1021            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
     1022          }
     1023          else
     1024          {
     1025            this->travelVelocity.z = this->travelSpeed;
     1026          }
     1027        }
     1028        else
     1029        {
     1030          this->travelVelocity.z = 0.0f;
     1031        }
     1032        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
     1033      }
     1034      if (!this->bRight && !this->bLeft)
     1035      {
     1036        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
     1037      }
     1038
     1039    //normalisation of the vectors (vector sum must be <= travelspeed)
     1040    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
     1041    if (xzNorm > this->travelSpeed)
     1042    {
     1043      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
     1044      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
     1045    }
     1046
     1047    //this moves camera and ship along the travel path.
     1048    if(!this->entityTrack)
     1049       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
     1050
     1051    break;
     1052    }
     1053    case Playable::Vertical:
     1054      break;
     1055    default:
     1056      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
     1057  }
     1058   //set new coordinates calculated through key- events.
     1059  this->shiftCoor (this->travelVelocity * dt);
     1060}
     1061
     1062void SpaceShip::setPlaymodeXML(const std::string& playmode)
     1063{
     1064  this->setPlaymode(Playable::stringToPlaymode(playmode));
     1065}
     1066
     1067/**
     1068 * @brief jumps to the next WeaponConfiguration
     1069 */
     1070void SpaceShip::nextWeaponConfig()
     1071{
     1072  PRINTF(0)("Requested next weapon config!\n");
     1073  this->weaponMan.nextWeaponConfig();
     1074  Playable::weaponConfigChanged();
     1075}
     1076
     1077/**
     1078 * @brief moves to the last WeaponConfiguration
     1079 */
     1080void SpaceShip::previousWeaponConfig()
     1081{
     1082  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
     1083  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
     1084  Playable::weaponConfigChanged();
     1085}
     1086
     1087void SpaceShip::hit( float damage, WorldEntity* killer)
     1088{
     1089  this->damage(killer->getDamage(),0);
     1090}
     1091
     1092void SpaceShip::updateElectronicWidget()
     1093{
     1094  if (this->electronicWidget != NULL)
     1095  { //if it exists already: update it
     1096     this->electronicWidget->setMaximum(this->electronicMax);
     1097     this->electronicWidget->setValue(this->electronicCur);
     1098  }
     1099  else
     1100  { //create the widget
     1101    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     1102    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
     1103    //this->electronicWidget->setDisplayedName("Electronics:");
     1104    //this->electronicWidget->setSize2D(100,20);
     1105    //this->electronicWidget->setAbsCoor2D(150,200);
     1106    this->updateElectronicWidget();
     1107    if (this->hasPlayer())
     1108      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
     1109  }
     1110}
     1111
     1112void SpaceShip::updateShieldWidget()
     1113{
     1114  if (this->shieldWidget != NULL)
     1115  {
     1116    this->shieldWidget->setMaximum(this->shieldMax);
     1117    this->shieldWidget->setValue(this->shieldCur);;
     1118  }
     1119  else
     1120  {
     1121    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     1122    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
     1123    //this->shieldWidget->setDisplayedName("Shield:");
     1124    //his->shieldWidget->setSize2D(100,20);
     1125    //this->shieldWidget->setAbsCoor2D(200,200);
     1126    this->updateShieldWidget();
     1127    if (this->hasPlayer())
     1128      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
     1129  }
     1130}
     1131
     1132void SpaceShip::setCameraDistance(float dist)
     1133{
     1134  State::getCamera()->setViewTopDistance(dist);
     1135}
     1136
     1137void SpaceShip::setCameraFovy(float fovy)
     1138{
     1139  State::getCamera()->setViewTopFovy(fovy);
     1140}
     1141
     1142void SpaceShip::updateTravelDistance()
     1143{
     1144  float x = 1.25 * this->actionWidthPercentage * fabsf(State::getCamera()->getAbsCoor().y) * tan(State::getCamera()->getFovy()*M_PI /360.0);
     1145  float y = x / State::getCamera()->getAspectRatio() / this->actionWidthPercentage;
     1146  //State::getCamera()->setAbsCoor(-5, 1000, 0);
     1147
     1148
     1149  //State::getCamera()->getAbsCoor().print();
     1150  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
     1151
     1152  //printf("x: %f, y: %f \n", x, y);
     1153  this->travelDistancePlus = Vector2D(y, x);
     1154  this->travelDistanceMinus = Vector2D(-y, -x);
     1155
     1156  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
     1157  PRINTF(0)("TravelDistance has been updated\n");
     1158  this->isTravelDistanceInit = true;
     1159}
     1160
     1161void SpaceShip::setActionWidthPercentage(int i)
     1162{
     1163  if (i>100) i=100;
     1164  if (i<0) i=0;
     1165  this->actionWidthPercentage = i/100.0;
     1166
     1167  if (this->hasPlayer())
     1168    this->isTravelDistanceInit = false;
     1169};
  • trunk/src/world_entities/space_ships/space_ship.h

    r9869 r10368  
    22 * @file space_ship.h
    33 * 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
    47 */
    58
     
    1619class ParticleEmitter;
    1720class ParticleSystem;
     21class Trail;
     22class Wobblegrid;
    1823
    1924class SpaceShip : public Playable
     
    2934
    3035    virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f);
     36    /*
     37    void setTravelHeight(float travelHeight);
     38    void setTravelDistance(const Vector2D& distance);
     39    void setTravelDistance(float x, float y);
     40    */
     41
     42    //void setAirFriction(float friction) { this->airFriction = friction; };
    3143
    3244    virtual void enter();
     
    4153    virtual void respawn();
    4254
    43     virtual void collidesWith(WorldEntity* entity, const Vector& location);
     55    inline Vector getVelocity() { return this->velocity; };
     56
    4457    virtual void tick(float time);
    4558    virtual void draw() const;
    4659
    4760    virtual void process(const Event &event);
     61//    virtual void hit (WorldEntity* entity, float damage);
     62
     63    inline WeaponManager& getWeaponManagerSecondary() { return this->secWeaponMan; };
     64
     65    //Functions for GUI
     66    inline float getShieldCur() { return this->shieldCur; };        //!< returns current shield value
     67    inline float getShieldMax() { return this->shieldMax; };        //!< returns maximum shield value
     68
     69    inline float getArmorCur() { return this->armorCur; };          //!< returns current armor value
     70    inline float getArmorMax() { return this->armorMax; };          //!< returns current armor value
     71
     72    inline float getElectronicCur() { return this->electronicCur; }; //!< returns current electronic value
     73    inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value
     74
     75    inline PNode* getTravelNode() { return this->travelNode; };
     76
     77    //damage handler
     78    virtual void damage(float pDamage, float eDamage);  //!< pDamage physical damage, eDamage electronic damage
     79
     80    //included by Michel:
     81    virtual void enterPlaymode(Playable::Playmode playmode);
     82    void setPlaymodeXML(const std::string& playmode); //recieves the playmode from a string (useful for script implementation)
     83    void setActionWidthPercentage(int i);
     84    void updateTravelDistance();
     85    virtual void movement (float dt);
     86
     87    //
     88
     89    void nextWeaponConfig();
     90    void previousWeaponConfig();
     91
     92    virtual void hit(float damage, WorldEntity* killer);
    4893
    4994  private:
    5095    void init();
    5196
    52     void calculateVelocity(float time);
    53 
    54     bool                  bUp;                //!< up button pressed.
    55     bool                  bDown;              //!< down button pressed.
     97    //void calculateVelocity(float time);
     98
     99    void regen(float time);  //!< handler for shield and electronic regeneration
     100
     101    void weaponRegen(float time);   //!< weapon energy regeneration
     102
     103    inline bool systemFailure() {  return (this->electronicCur < float(rand())/float(RAND_MAX) * this->electronicTH); };
     104
     105    void updateElectronicWidget();
     106    void updateShieldWidget();
     107
     108    //WeaponManager         weaponMan;      //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping
     109    WeaponManager         secWeaponMan;       //!< the secondary weapon manager: managing a list of special weapons to weapon-slot mapping
     110    short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
     111    Playable::Playmode    playmode;           //!< The current playmode.
     112
     113    //ship atributes
     114    float       shieldCur;          //!< current shield
     115    float       shieldMax;          //!< maximum shield
     116    float       shieldEnergyShare;  //!< percentage of reactor output
     117    float       shieldRegen;        //!< shield regeneration rate per second
     118    float       shieldTH;           //!< shield threshhold for reactivation
     119    bool        shieldActive;       //!< wheather the shield is working
     120    OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar
     121
     122    float       armorCur;           //!< current armor
     123    float       armorMax;           //!< maximum armor
     124    float       armorRegen;         //!< armor regeneration per tick (usable on bioships?)
     125    //note that the armor widget is set on the health- widget in world- entity (see in player.cc)
     126
     127    float       electronicCur;      //!< current electronic
     128    float       electronicMax;      //!< maximum electronic
     129    float       electronicRegen;    //!< electronic regenration rate per tick
     130    float       electronicTH;       //!< Threshhold for electronic failure
     131    OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar
     132
     133    float       engineSpeedCur;     //!< speed output for movement = speed base + energy share part
     134    float       engineSpeedBase;    //!< speed base
     135    int         enginePowerConsume; //!< energy needed
     136    float       engineEnergyShare;  //!< percentage of reactor output
     137
     138    int         weaponEnergySlot;   //!< number of energy weapon slots
     139    int         weaponEnergyUsed;
     140    float       weaponEnergyShare;
     141    float       weaponEnergyRegen;
     142    int         weaponSpecialSlot;  //!< number of special weapon slots
     143    int         weaponSpecialUsed;
     144
     145    float       reactorOutput;      //!< reactor output
     146    float       reactorCapacity;    //!< reactor capacity
     147
     148    int         curWeaponPrimary;   //!< current primary weapon config
     149    int         curWeaponSecondary; //!< current secondary weapon config
     150
     151    bool                  bForward;                //!< up button pressed.
     152    bool                  bBackward;              //!< down button pressed.
    56153    bool                  bLeft;              //!< left button pressed.
    57154    bool                  bRight;             //!< right button pressed.
    58155    bool                  bAscend;            //!< ascend button pressed.
    59156    bool                  bDescend;           //!< descend button presses.
    60 //    bool                  bFire;              //!< fire button pressed.(moved to playable)
    61157    bool                  bRollL;             //!< rolling button pressed (left)
    62158    bool                  bRollR;             //!< rolling button pressed (right)
    63 
     159    bool                  bSecFire;           //!< second fire button pressed
     160
     161    /*
    64162    float                 xMouse;             //!< mouse moved in x-Direction
    65163    float                 yMouse;             //!< mouse moved in y-Direction
     
    68166    int                   controlVelocityX;
    69167    int                   controlVelocityY;
    70 //    float                 cycle;              //!< hovercycle
     168    */
    71169
    72170    Vector                velocity;           //!< the velocity of the player.
    73     Vector                oldVelocity;        //!< the velocity the player had last synced
     171    Vector                oldPos;
     172
     173// 2D-traveling
     174    PNode*                travelNode;
     175    float                 travelSpeed;        //!< the current speed of the Ship (to make soft movement)
     176    Vector                travelVelocity;     //!< object internal velocity vector for relative movement to the track node
     177    Vector2D              travelDistancePlus;     //!< Travel-Distance away from the TravelNode
     178    Vector2D              travelDistanceMinus;
     179    bool                  isTravelDistanceInit;
     180
     181    float                 actionWidthPercentage;
     182
     183// Camera
     184    PNode                 cameraNode;
     185    float                 cameraLook;
     186    float                 rotation;
     187    float                 cameraSpeed;
     188
     189    void                  setCameraDistance(float dist);
     190    void                  setCameraFovy(float fovy);
     191
     192    /*
    74193    Quaternion            mouseDir;           //!< the direction where the player wants to fly
    75194    Quaternion            oldMouseDir;        //!< the direction where the player wanted to fly
     
    77196    Quaternion            rotQuat;
    78197    Quaternion            pitchDir;
    79     float                 travelSpeed;        //!< the current speed of the player (to make soft movement)
    80     float                 acceleration;       //!< the acceleration of the player.
    81 
    82     float                 airViscosity;
     198    float                 dogdeSpeed;        //!< the dogde Speed of the ship.
     199    */
     200
     201    //Quaternion            direction;          //!< the direction of the ship.
     202    float                 acceleration;       //!< the acceleration of the ship.
     203    //float                 airFriction;        //!< AirFriction.
     204    //float                 airViscosity;
    83205
    84206    byte                  oldMask;            //!< used for synchronisation
    85207
    86     ParticleEmitter*      burstEmitter;
    87     ParticleSystem*       burstSystem;
     208    Trail*                trail;              //!< Burst trail
     209    Trail*                trailL;              //!< Burst trail
     210    Trail*                trailR;              //!< Burst trail
     211
     212
    88213};
    89214
  • trunk/src/world_entities/space_ships/spacecraft_2d.cc

    r10317 r10368  
    273273{
    274274  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
    275   this->setPlaymode(this->getPlaymode());
     275//   this->setPlaymode(this->getPlaymode());
     276  this->setPlaymode(Playable::Horizontal);
     277  this->setTravelSpeed(10.0f);
    276278}
    277279
  • trunk/src/world_entities/space_ships/spacecraft_2d.h

    r9869 r10368  
    6666    float                 acceleration;       //!< the acceleration of the Spacecraft2D.
    6767    float                 airFriction;        //!< AirFriction.
    68 
    6968    float                 airViscosity;
    7069
  • trunk/src/world_entities/test_entity.cc

    r10114 r10368  
    8686}
    8787
     88void TestEntity::draw() const
     89{
     90//   if(!mediaLoaded)
     91//     false;
    8892
     93  glPushAttrib(GL_ENABLE_BIT);
     94  glDisable(GL_LIGHTING);
     95//   glDisable(GL_BLEND);
     96//
     97//   glEnable(GL_TEXTURE_2D);
     98//   glBindTexture(GL_TEXTURE_2D, media_container->getFrameTexture(counter));
     99
     100  glPushMatrix();
     101 /* glTranslatef (this->getAbsCoor ().x,
     102                this->getAbsCoor ().y,
     103                this->getAbsCoor ().z);
     104  glRotatef(axis, 0.0f, 1.0f, 0.0f);*/
     105//PRINTF(0)("axis: %f\n", axis);
     106
     107  glColor3f(1.0, 0, 0);
     108
     109  glBegin(GL_QUADS);
     110    glVertex3f( 0.0f, -100.0f, 0.0f);
     111//     glTexCoord2f(1.0f, 1.0f);
     112    glVertex3f( 0.0f,  -100.0f , 2000.0f);
     113//     glTexCoord2f(0.0f, 1.0f);
     114    glVertex3f( 10000.0f,  -100.0f , 2000.0f );
     115//     glTexCoord2f(0.0f, 0.0f);
     116    glVertex3f( 10000.0f, -100.0f, 0.0f );
     117//     glTexCoord2f(1.0f, 0.0f);
     118   
     119  glEnd();
     120
     121  glPopMatrix();
     122  glPopAttrib();
     123}
    89124
    90125/**
     
    98133
    99134
    100 /**
    101  *
    102  */
    103 void TestEntity::draw() const
    104 {
    105 
    106 }
    107135
    108136
  • trunk/src/world_entities/weapons/weapon.cc

    r9869 r10368  
    3333#include "resource_sound_buffer.h"
    3434
    35 #include "elements/glgui_energywidget.h"
     35#include "elements/glgui_energywidgetvertical.h"
    3636
    3737ObjectListDefinition(Weapon);
     
    119119  }
    120120
    121   this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource.
    122   this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
    123   this->emissionPoint.setName("EmissionPoint");
    124   this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
     121  this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource
     122
     123  this->barrels = 1;
     124  this->segs = 1;
     125
     126  this->shootAnim = new Animation3D**[this->getBarrels()];
     127  for (int i = 0; i < this->getBarrels(); i++)
     128    this->shootAnim[i] = new Animation3D* [this->getSegs()];
     129
     130  this->emissionPoint = new PNode*[this->barrels];
     131  for(int i = 0; i < this->barrels; i++){
     132    this->emissionPoint[i] = new PNode;
     133    this->emissionPoint[i]->setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
     134    this->emissionPoint[i]->setName("EmissionPoint");
     135    this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
     136  }
    125137
    126138  this->defaultTarget = NULL;                      //< Nothing is Targeted by default.
     
    145157
    146158/**
     159 * needed, if there are more than one barrel or segments
     160 */
     161void Weapon::init2()
     162{
     163  if (this->barrels == 1 && this->segs == 1)
     164    return;
     165
     166  delete this->emissionPoint[0];
     167  delete this->emissionPoint;
     168  delete this->shootAnim[0];
     169  delete this->shootAnim;
     170
     171  this->shootAnim = new Animation3D**[this->barrels];
     172  this->emissionPoint = new PNode*[this->barrels];
     173  for(int i = 0; i < this->barrels; i++){
     174    this->emissionPoint[i] = new PNode;
     175    this->emissionPoint[i]->setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
     176    this->emissionPoint[i]->setName("EmissionPoint");
     177    this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
     178    this->shootAnim[i] = new Animation3D* [this->segs];
     179  }
     180}
     181
     182/**
     183 * deconstructor for init2
     184 */
     185void Weapon::deconstr()
     186{
     187  for(int i = 0; i < this->barrels; i++) {
     188    delete this->emissionPoint[i];
     189    for (int j = 0; j < this->segs; j++)
     190      delete this->shootAnim[i][j];
     191    delete this->shootAnim[i];
     192  }
     193
     194  delete this->emissionPoint;
     195  delete this->shootAnim;
     196}
     197
     198/**
    147199 * loads the Parameters of a Weapon
    148200 * @param root the XML-Element to load the Weapons settings from
     
    154206  LoadParam(root, "projectile", this, Weapon, setProjectileTypeC)
    155207  .describe("Sets the name of the Projectile to load onto the Entity");
    156 
     208/*
    157209  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
    158   .describe("Sets the Point of emission of this weapon");
     210  .describe("Sets the Point of emission of this weapon (1: EmmsionVector; 2: EmissionPoint)");*/
    159211
    160212  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
     
    253305 * @param point the Point relative to the mass-point of the Weapon
    254306 */
     307void Weapon::setEmissionPoint(const Vector& point, int barrel)
     308{
     309  this->emissionPoint[barrel]->setRelCoor(point);
     310}
     311
    255312void Weapon::setEmissionPoint(const Vector& point)
    256313{
    257   this->emissionPoint.setRelCoor(point);
    258 }
    259 
     314  this->emissionPoint[0]->setRelCoor(point);
     315}
    260316
    261317/**
     
    315371}
    316372
     373Animation3D* Weapon::getAnimation(int barrel, int seg, PNode* node)
     374{
     375  if (barrel >= this->getBarrels() || seg >= this->getSegs()) // if the state is not known
     376    return NULL;
     377
     378  if (unlikely(this->shootAnim[barrel][seg] == NULL)) // if the animation does not exist yet create it.
     379  {
     380    if (likely(node != NULL))
     381      return this->shootAnim[barrel][seg] = new Animation3D(node);
     382    else
     383    {
     384//       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
     385      return NULL;
     386    }
     387  }
     388  else
     389    return this->shootAnim[barrel][seg];
     390}
     391
    317392OrxGui::GLGuiWidget* Weapon::getEnergyWidget()
    318393{
    319   if (this->energyWidget == NULL)
    320   {
    321     this->energyWidget = new OrxGui::GLGuiEnergyWidget();
    322     this->energyWidget->setDisplayedName(this->getClassCName());
     394  if ( this->energyWidget == NULL)
     395  {
     396    this->energyWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     397    //this->energyWidget->setDisplayedName(this->getClassCName());
    323398    this->energyWidget->setSize2D( 20, 100);
    324399    this->energyWidget->setMaximum(this->getEnergyMax());
     
    352427  if (likely(this->isActive()))
    353428  {
     429    /** Disabled for releaseFire() from WM*/
    354430    if (this->requestedAction != WA_NONE)
    355431      return;
     
    378454  {
    379455    this->energy += energyToAdd;
     456    this->updateWidgets();
    380457    return 0.0;
    381458  }
     
    383460  {
    384461    this->energy += maxAddEnergy;
     462    this->updateWidgets();
    385463    return energyToAdd - maxAddEnergy;
    386464  }
     465 
    387466}
    388467
     
    431510    break;
    432511    default:
    433     PRINTF(2)("Action %s Not Implemented yet \n", Weapon::actionToChar(action));
     512    PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action));
    434513    return false;
    435514  }
     
    507586bool Weapon::fireW()
    508587{
     588//   printf("fireW Weapon\n");
    509589  //if (likely(this->currentState != WS_INACTIVE))
    510590  if (this->minCharge <= this->energy)
     
    513593    if (this->soundBuffers[WA_SHOOT].loaded())
    514594      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
    515     this->updateWidgets();
    516595    // fire
    517596    this->energy -= this->minCharge;
     
    519598    // setting up for the next state
    520599    this->enterState(WS_SHOOTING);
     600    this->updateWidgets();
    521601  }
    522602  else  // reload if we still have the charge
     
    538618      unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
    539619  {
    540     this->requestAction(WA_DEACTIVATE);
     620    //this->requestAction(WA_DEACTIVATE);
    541621    this->execute();
    542622    return false;
  • trunk/src/world_entities/weapons/weapon.h

    r9869 r10368  
    126126
    127127    // EMISSION
     128    /** keeping old functions*/
     129    void setEmissionPoint(const Vector& point, int barrel);
    128130    void setEmissionPoint(const Vector& point);
    129131    /** @see void setEmissionPoint(const Vector& point); */
     132    inline void setEmissionPoint(float x, float y, float z, int barrel) { this->setEmissionPoint(Vector(x, y, z), barrel); };
    130133    inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); };
    131134    /** @returns the absolute Position of the EmissionPoint */
    132     inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); };
     135    inline const Vector& getEmissionPoint(int barrel) const { return this->emissionPoint[barrel]->getAbsCoor(); };
     136    inline const Vector& getEmissionPoint() const { return this->emissionPoint[0]->getAbsCoor(); };
     137
    133138
    134139    inline void setDefaultTarget(PNode* defaultTarget) { this->defaultTarget = defaultTarget; };
     
    158163
    159164    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
     165    Animation3D* getAnimation(int barrel, int seg, PNode* node);
    160166    Animation3D* copyAnimation(WeaponState from, WeaponState to);
    161167
     
    169175    bool check() const;
    170176    void debug() const;
     177
     178    inline int getBarrels() {return this->barrels; };
     179    inline int getSegs() { return this->segs; };
     180    inline void setBarrels(int barrels) { this->barrels = barrels; };
     181    inline void setSegs(int segs) { this->segs = segs; };
     182
     183    inline Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; };
     184    inline void setShootAnim(int barrel, int seg, PNode* component) { this->shootAnim[barrel][seg] = this->getAnimation(barrel, seg, component); };
     185
     186    void init2();
     187    void deconstr();
    171188
    172189  protected:
     
    184201    static WeaponState   charToState(const std::string& state);
    185202    static const char*   stateToChar(WeaponState state);
     203
     204
    186205
    187206  private:
     
    214233    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
    215234
    216     OrxGui::GLGuiEnergyWidget* energyWidget;
     235    OrxGui::GLGuiEnergyWidgetVertical* energyWidget;
    217236
    218237    PNode*               defaultTarget;                    //!< A target for targeting Weapons.
     
    230249    OrxSound::SoundBuffer  soundBuffers[WA_ACTION_COUNT];   //!< SoundBuffers for all actions @see WeaponAction.
    231250
    232     PNode                  emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
     251    PNode**                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
    233252
    234253    bool                   hideInactive;                    //!< Hides the Weapon if it is inactive
     
    237256    ClassID                projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
    238257    FastFactory*           projectileFactory;               //!< A factory, that produces and handles the projectiles.
     258
     259    int                    barrels;                         //!< # of barrels
     260    int                    segs;                             //!< # of segments, one barrel has
     261    Animation3D***         shootAnim;
     262
    239263  };
    240264
  • trunk/src/world_entities/weapons/weapon_manager.cc

    r9869 r10368  
    103103
    104104  this->currentConfigID = 0;
    105   this->slotCount = 2;
     105  this->slotCount = WM_MAX_SLOTS;
    106106  //this->weaponChange;
    107107
     
    114114  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
    115115  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
     116
     117  this->hideCrosshair();
     118
     119  this->bFire = false;
     120}
     121
     122void WeaponManager::showCrosshair()
     123{
     124  this->crosshair->setVisibility( true);
     125}
     126
     127void WeaponManager::hideCrosshair()
     128{
     129  this->crosshair->setVisibility( false);
     130}
     131
     132void WeaponManager::setRotationSpeed(float speed)
     133{
     134  this->crosshair->setRotationSpeed(speed);
    116135}
    117136
     
    300319    if (this->parentEntity->isA(Playable::staticClassID()))
    301320      dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged();
     321   
    302322    weapon->setDefaultTarget(this->crosshair);
    303323  }
     
    317337
    318338/**
    319  * @brief does the same as the funtion inclreaseAmmunition, added four your convenience
     339 * @brief does the same as the funtion increaseAmmunition, added four your convenience
    320340 * @param weapon, the Weapon to read the ammo-info about.
    321341 * @param ammo how much ammo to add.
    322342 */
    323 float WeaponManager::inclreaseAmmunition(const Weapon* weapon, float ammo)
     343float WeaponManager::increaseAmmunition(const Weapon* weapon, float ammo)
    324344{
    325345  assert (weapon != NULL);
     
    400420  this->currentConfigID = weaponConfig;
    401421  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
     422
    402423  for (int i = 0; i < WM_MAX_SLOTS; i++)
    403424    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
     
    410431void WeaponManager::fire()
    411432{
     433//   printf("firing WM: ");
    412434  Weapon* firingWeapon;
    413435  for(int i = 0; i < this->slotCount; i++)
    414436  {
     437//     printf("%i ", i);
     438          firingWeapon = this->currentSlotConfig[i].currentWeapon;
     439      if( firingWeapon != NULL && firingWeapon->getCurrentState() == WS_SHOOTING) continue;
     440          if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
     441  }
     442//   printf("\n");
     443  /*
     444        this->crosshair->setRotationSpeed(500);
     445        this->crossHairSizeAnim->replay();
     446  */
     447}
     448
     449/**
     450 * triggers fire of all weapons in the current weaponconfig
     451 */
     452void WeaponManager::releaseFire()
     453{
     454  Weapon* firingWeapon;
     455  for(int i = 0; i < this->slotCount; i++)
     456  {
    415457    firingWeapon = this->currentSlotConfig[i].currentWeapon;
    416     if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
    417   }
     458    if( firingWeapon != NULL) firingWeapon->requestAction(WA_NONE);
     459  }
     460
     461  /*
    418462  this->crosshair->setRotationSpeed(500);
    419463  this->crossHairSizeAnim->replay();
    420 }
    421 
     464  */
     465}
    422466
    423467/**
     
    429473  Weapon* tickWeapon;
    430474
     475
    431476  for(int i = 0; i < this->slotCount; i++)
    432477  {
    433 /*
    434     NICE LITTLE DEBUG FUNCTION
    435        if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)
     478
     479    //NICE LITTLE DEBUG FUNCTION
     480    /*   if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)
    436481      printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/
    437482
     
    455500        }
    456501      }
    457 
    458502      // switching to next Weapon
    459503      tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
     504     
    460505      if (tickWeapon != NULL)
    461506      {
    462            //        if (this->parent != NULL)
    463           tickWeapon->toList(this->parentEntity->getOMListNumber());
     507        //if (this->parent != NULL)
     508        tickWeapon->toList(this->parentEntity->getOMListNumber());
    464509        tickWeapon->requestAction(WA_ACTIVATE);
    465510        this->currentSlotConfig[i].position.activateNode();
  • trunk/src/world_entities/weapons/weapon_manager.h

    r9869 r10368  
    6060    void loadWeapons(const TiXmlElement* root);
    6161
     62    void showCrosshair();
     63    void hideCrosshair();
     64    void setRotationSpeed(float speed);
     65
    6266    void setSlotCount(unsigned int slotCount);
    6367    unsigned int getSlotCount() const { return this->slotCount; };
     
    9195
    9296    float increaseAmmunition(const ClassID& projectileType, float ammo);
    93     float inclreaseAmmunition(const Weapon* weapon, float ammo);
     97    float increaseAmmunition(const Weapon* weapon, float ammo);
    9498
    9599    /** @returns a fixed target namely the Crosshair's 3D position */
     
    99103    //! @TODO: implement this function (maybe also in Weapon itself)
    100104    void releaseFire();
     105    //inline void setFire() { this->bFire = true; };
    101106
    102107    void tick(float dt);
     
    127132
    128133    std::vector<CountPointer<AmmoContainer> > ammo;                   //!< Containers
     134
     135    bool                    bFire;
    129136};
    130137
  • trunk/src/world_entities/world_entity.cc

    r10314 r10368  
    3232
    3333#include "util/loading/load_param.h"
     34#include "loading/load_param_xml.h"
     35#include "util/loading/factory.h"
     36
    3437#include "obb_tree.h"
    3538
    3639#include "elements/glgui_energywidget.h"
     40#include "elements/glgui_energywidgetvertical.h"
    3741
    3842#include "state.h"
     
    4448#include "kill.h"
    4549#include "debug.h"
     50
     51#include "track/track.h"
    4652
    4753#include "projectiles/projectile.h"
     
    8692  this->_bOnGround = false;
    8793
     94  // Track of this entity
     95  this->entityTrack = NULL;
     96
    8897  // registering default reactions:
    8998  this->subscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE, Projectile::staticClassID());
     
    148157  .describe("the fileName of the object information file (optional)");
    149158
     159  // Entity Attributes
    150160  LoadParam(root, "maxHealth", this, WorldEntity, setHealthMax)
    151161  .describe("The Maximum health that can be loaded onto this entity")
     
    157167
    158168  LoadParam(root, "list", this, WorldEntity, toListS);
     169
     170
     171  // Track
     172  LoadParamXML(root, "Track", this, WorldEntity, addTrack)
     173   .describe("creates and adds a track to this WorldEntity");
     174}
     175
     176
     177/**
     178 * this functions adds a track to this workd entity. This can be usefull, if you like this WE to follow a some waypoints.
     179 * here the track is created and further initializing left for the Track itself
     180 */
     181void WorldEntity::addTrack(const TiXmlElement* root)
     182{
     183  // The problem we have is most likely here. The track should be constructed WITH the XML-Code
     184  this->entityTrack = new Track(root);
     185  this->setParent(this->entityTrack->getTrackNode());
     186  this->entityTrack->getTrackNode()->setParentMode(PNODE_ALL);
     187  /*LOAD_PARAM_START_CYCLE(root, element);
     188  {
     189    PRINTF(4)("element is: %s\n", element->Value());
     190    Factory::fabricate(element);
     191  }
     192  LOAD_PARAM_END_CYCLE(element);*/
     193 
     194
    159195}
    160196
     
    613649*/
    614650void WorldEntity::tick(float time)
    615 {}
     651{
     652}
    616653
    617654
     
    652689      this->models[0]->draw();
    653690    }
     691   
     692    //if (this->entityTrack)
     693       //this->entityTrack->drawGraph(0.02);
    654694
    655695    //     if( this->aabbNode != NULL)
     
    721761  if (this->healthWidget == NULL)
    722762  {
    723     this->healthWidget = new OrxGui::GLGuiEnergyWidget();
    724     this->healthWidget->setDisplayedName(std::string(this->getClassName()) + " Energy:");
    725     this->healthWidget->setSize2D(30,400);
    726     this->healthWidget->setAbsCoor2D(10,100);
     763    this->healthWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     764    //this->healthWidget->setDisplayedName("Health");
     765    //this->healthWidget->setSize2D(100,20);
     766    //this->healthWidget->setAbsCoor2D(100,200);
    727767
    728768    this->updateHealthWidget();
     
    773813void WorldEntity::hit(float damage, WorldEntity* killer)
    774814{
     815
    775816  this->decreaseHealth(damage);
    776817
  • trunk/src/world_entities/world_entity.h

    r10314 r10368  
    2525// FORWARD DECLARATION
    2626namespace OrxSound { class SoundBuffer; class SoundSource; }
    27 namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; };
     27namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; class GLGuiEnergyWidgetVertical; };
    2828namespace CoRe { class Collision; }
    2929
     
    3232class AABBTreeNode;
    3333class Model;
     34class Track;
     35class TiXmlElement;
    3436
    3537class ObjectInformationFile;
     
    156158  void increaseHealthMax(float increaseHealth);
    157159  OrxGui::GLGuiWidget* getHealthWidget();
    158   bool hasHealthWidget() const { return this->healthWidget; };
     160  bool hasHealthWidget() const { return this->healthWidget != NULL; };
    159161
    160162  virtual void varChangeHandler( std::list<int> & id );
     
    185187private:
    186188  void updateHealthWidget();
     189  void addTrack(const TiXmlElement* root);
    187190
    188191
     
    192195  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
    193196  float                   healthMax;          //!< The Maximal energy this entity can take.
    194   OrxGui::GLGuiEnergyWidget* healthWidget;    //!< The Slider (if wanted).
     197  OrxGui::GLGuiEnergyWidgetVertical* healthWidget;    //!< The Slider (if wanted).
    195198
    196199  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
     
    235238protected:
    236239  Vector                  velocity;                        //!< speed of the entity
     240  Track*                  entityTrack;                     //!< this is the track this entity follows (or NULL if none)
    237241
    238242};
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