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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 10549

Last change on this file since 10549 was 10543, checked in by nicolasc, 18 years ago

fixed weapon switch bug

File size: 35.3 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
22#include "util/loading/resource_manager.h"
23
24#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"
33#include "weapons/turret.h"
34#include "weapons/cannon.h"
35
36#include "elements/glgui_energywidgetvertical.h"
37#include "glgui_bar.h"
38
39#include "particles/dot_emitter.h"
40#include "particles/emitter_node.h"
41#include "particles/sprite_particles.h"
42#include "effects/trail.h"
43
44#include "effects/wobblegrid.h"
45
46#include "util/loading/factory.h"
47#include "key_mapper.h"
48
49#include "network_game_manager.h"
50#include "shared_network_data.h"
51
52#include "power_ups/weapon_power_up.h"
53#include "power_ups/param_power_up.h"
54
55#include "graphics_engine.h"
56
57#include "plane.h"
58
59#include "state.h"
60#include "player.h"
61#include "camera.h"
62#include "cameraman.h"
63
64
65#include "util/loading/load_param.h"
66#include "time.h"
67
68#include "track/track.h"
69#include "math.h"
70
71
72// #include "lib/gui/gl_gui/glgui_bar.h"
73// #include "lib/gui/gl_gui/glgui_pushbutton.h"
74
75
76
77ObjectListDefinition(SpaceShip);
78CREATE_FACTORY(SpaceShip);
79
80#include "script_class.h"
81CREATE_SCRIPTABLE_CLASS(SpaceShip,
82                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
83                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
84                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
85                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
86                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
87                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
88                        //Coordinates
89                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
90                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
91                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
92                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
93                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
94                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
95                        ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance))
96                       );
97
98/**
99 *  destructs the spaceship, deletes alocated memory
100 */
101SpaceShip::~SpaceShip ()
102{
103  this->setPlayer(NULL);
104}
105
106/**
107 * loads a Spaceships information from a specified file.
108 * @param fileName the name of the File to load the spaceship from (absolute path)
109 */
110SpaceShip::SpaceShip(const std::string& fileName)
111    : secWeaponMan(this) //,
112    //supportedPlaymodes(Playable::Vertical) ,
113    //playmode(Playable::Vertical)
114{
115  this->init();
116  TiXmlDocument doc(fileName);
117
118  if(!doc.LoadFile())
119  {
120    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
121    return;
122  }
123
124  this->loadParams(doc.RootElement());
125}
126
127/**
128 *  creates a new Spaceship from Xml Data
129 * @param root the xml element containing spaceship data
130
131   @todo add more parameters to load
132*/
133SpaceShip::SpaceShip(const TiXmlElement* root)
134    : secWeaponMan(this) //,
135    //supportedPlaymodes(Playable::Vertical) ,
136    //playmode(Playable::Vertical)
137{
138  this->init();
139  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
140  if (root != NULL)
141    this->loadParams(root);
142
143}
144
145
146/**
147 * initializes a Spaceship
148 */
149void SpaceShip::init()
150{
151
152  srand(time(0));   //initialize Random Nomber Generator
153
154  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
155  this->registerObject(this, SpaceShip::_objectList);
156  PRINTF(4)("SPACESHIP INIT\n");
157  this->weaponMan.setParentEntity( this);
158  //weapons:
159
160  Weapon* wpRight1 = new LightBlaster ();
161  wpRight1->setName( "LightBlaster");
162  Weapon* wpLeft1 = new LightBlaster ();
163  wpLeft1->setName( "LightBlaster");
164
165  Weapon* wpRight2 = new MediumBlaster ();
166  wpRight2->setName( "MediumBlaster");
167  Weapon* wpLeft2 = new MediumBlaster ();
168  wpLeft2->setName( "MediumBlaster");
169
170  Weapon* wpRight3 = new HeavyBlaster (1);
171  wpRight3->setName( "HeavyBlaster");
172  Weapon* wpLeft3 = new HeavyBlaster (0);
173  wpLeft3->setName( "HeavyBlaster");
174
175  Weapon* cannon = new SwarmLauncher();
176  cannon->setName( "SwarmLauncher");
177/*
178  Weapon* spike = new SpikeThrower();
179  spike->setName( "SpikeThrower" );
180
181
182  Weapon* acid0 = new AcidLauncher();
183  acid0->setName( "AcidSplasher" );
184
185  Weapon* acid1 = new AcidLauncher();
186  acid1->setName( "AcidSplasher" );*/
187
188
189  this->weaponMan.addWeapon( wpLeft1, 0, 0);
190  this->weaponMan.addWeapon( wpRight1, 0, 1);
191
192  this->weaponMan.addWeapon( wpLeft2, 1, 2);
193  this->weaponMan.addWeapon( wpRight2, 1, 3);
194
195  this->weaponMan.addWeapon( wpLeft3, 2, 4);
196  this->weaponMan.addWeapon( wpRight3, 2, 5);
197
198  this->weaponMan.addWeapon( wpLeft1, 3, 0);
199  this->weaponMan.addWeapon( wpRight1, 3, 1);
200
201  this->weaponMan.addWeapon( wpLeft2, 3, 2);
202  this->weaponMan.addWeapon( wpRight2, 3, 3);
203
204  this->weaponMan.addWeapon( wpLeft3, 3, 4);
205  this->weaponMan.addWeapon( wpRight3, 3, 5);
206
207
208//   this->weaponMan.addWeapon( acid0, 3, 0);
209//   this->weaponMan.addWeapon( acid1, 3, 1);
210
211
212  this->secWeaponMan.addWeapon( cannon, 0, 2);
213//   this->secWeaponMan.addWeapon( spike, 1, 3);
214//   this->secWeaponMan.addWeapon( acid0, 2, 2);
215//   this->secWeaponMan.addWeapon( acid1, 2, 3);
216
217
218  this->weaponMan.changeWeaponConfig(3);
219  this->secWeaponMan.changeWeaponConfig(0);
220
221
222//   curWeaponPrimary    = 3;
223//   curWeaponSecondary  = 0;
224
225  Playable::weaponConfigChanged();
226
227  reactorOutput     = 10;
228
229  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
230  engineSpeedBase   = 15;
231  shieldRegen       = 2;
232
233  shieldEnergyShare = 0.3;
234  weaponEnergyShare = 0.3;
235  engineEnergyShare = 0.4;
236
237  shieldCur         = 100;
238  shieldMax         = 100;
239  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
240
241  this->setHealth( 100);
242  this->setHealthMax( 100);
243
244  electronicCur = 50;
245  electronicMax = 50;
246  electronicRegen   = 3;
247  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
248
249
250 this->loadModel("models/spaceships/human_spaceship_fighter.obj", .25);
251  //this->setVisibiliy(false);
252
253  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
254
255  this->setHealthMax(shieldMax);
256  this->setHealth(shieldCur);
257
258  this->travelNode = new PNode();
259
260  // camera - issue
261  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
262  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
263
264  // widget handling
265  /*
266  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
267  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
268  this->electronicWidget->setSize2D(30,400);
269  this->electronicWidget->setAbsCoor2D(150,200);
270  this->electronicWidget->shiftDir2D(270);
271  this->updateElectronicWidget();
272  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
273  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
274  this->shieldWidget->setSize2D(30,400);
275  this->shieldWidget->setAbsCoor2D(200,200);
276  this->shieldWidget->shiftDir2D(270);
277  this->updateShieldWidget();
278  if (this->hasPlayer())
279  {
280    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
281    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
282  }
283  */
284  this->electronicWidget = NULL;
285  this->shieldWidget = NULL;
286
287  //add events to the eventlist
288  registerEvent(KeyMapper::PEV_FORWARD);
289  registerEvent(KeyMapper::PEV_BACKWARD);
290  registerEvent(KeyMapper::PEV_LEFT);
291  registerEvent(KeyMapper::PEV_RIGHT);
292  //registerEvent(SDLK_q);
293  //registerEvent(SDLK_e);
294  registerEvent(KeyMapper::PEV_FIRE1);
295  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
296  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
297  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
298  //registerEvent(SDLK_PAGEUP);
299  //registerEvent(SDLK_PAGEDOWN);
300  registerEvent(EV_MOUSE_MOTION);
301
302  this->weaponMan.setParentEntity( this);
303  this->secWeaponMan.setParentEntity( this);
304
305  this->weaponMan.setSlotCount(8);
306
307  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
308  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
309
310  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
311  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
312
313  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
314  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
315
316  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
317  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
318
319  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
320  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
321
322  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
323  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
324
325  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
326  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
327
328  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
329  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
330
331  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
332  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
333
334  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
335  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
336
337  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
338  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
339
340  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
341  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
342
343  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
344  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
345
346  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
347  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
348
349
350  this->weaponMan.getFixedTarget()->setParent(this);
351  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
352
353
354  this->secWeaponMan.getFixedTarget()->setParent(this);
355  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
356  this->secWeaponMan.setRotationSpeed(0);
357
358  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
359
360
361  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
362  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
363  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
364  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
365  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
366  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
367  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
368  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
369
370  //this->airFriction = 0.5f;
371  //this->travelDistancePlus = Vector2D(38.0, 43.0);
372  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
373  this->travelDistancePlus = Vector2D(50,50);
374  this->travelDistanceMinus = Vector2D(-50,-50);
375  this->isTravelDistanceInit = true;
376  this->actionWidthPercentage = 1;
377
378  this->cameraSpeed = 40;
379  this->cameraLook = 0.0f;
380  //this->airFriction = 0.0f;
381
382  srand(time(0));  //initaialize RNG
383
384  this->travelNode->debugDraw();
385
386  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
387
388  /// FIXME
389  this->trail = new Trail( 5, 10, .2, this);
390  this->trail->setTexture( "textures/engine.png");
391
392  this->trailL = new Trail( 5, 10, .2, this);
393  this->trailL->setTexture( "textures/engine.png");
394
395  this->trailR = new Trail( 5, 10, .2, this);
396  this->trailR->setTexture( "textures/engine.png");
397
398
399  this->toList(OM_GROUP_00);
400
401  //FIXME Just testaddition to show the wobblegrid
402/*
403  this->test  = new Wobblegrid(5);
404  test->setTexture("textures/blub.png");
405
406  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
407  test->setParent( this);
408*/
409
410}
411
412
413/**
414 * loads the Settings of a SpaceShip from an XML-element.
415 * @param root the XML-element to load the Spaceship's properties from
416 */
417void SpaceShip::loadParams(const TiXmlElement* root)
418{
419  Playable::loadParams(root);
420
421  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
422  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
423  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
424  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
425
426  State::getCamera()->setViewMode(Camera::ViewTop);
427}
428
429
430void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
431{
432  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
433}
434
435void SpaceShip::reset()
436{
437  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
438
439  //xMouse = yMouse = 0;
440
441  this->setHealth(80);
442  this->velocity = Vector(0.0, 0.0, 0.0);
443}
444
445
446void SpaceShip::enter()
447{
448  this->secWeaponMan.showCrosshair();
449  this->toList( OM_GROUP_01 );
450  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
451  State::getPlayer()->hud().setOverlayActive(true);
452  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
453  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
454  //this->attachCamera();
455 // this->setPlaymode(Playable::Horizontal);
456}
457
458void SpaceShip::leave()
459{
460  this->secWeaponMan.hideCrosshair();
461  this->toList( OM_GROUP_00);
462  State::getPlayer()->hud().setOverlayActive(false);
463  State::getCamera()->setEventHandling(true);
464  State::getPlayer()->hud().setRadarCenterNode(NULL);
465  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
466  //this->detachCamera();
467}
468
469
470/**
471 *  effect that occurs after the SpaceShip is spawned
472*/
473void SpaceShip::postSpawn ()
474{
475  if(this->hasPlayer())
476    Playable::postSpawn();
477
478  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
479}
480
481/**
482 *  the action occuring if the spaceship left the game
483*/
484void SpaceShip::leftWorld ()
485{
486
487}
488
489WorldEntity* ref = NULL;
490
491/**
492 *  draws the spaceship after transforming it.
493*/
494void SpaceShip::draw () const
495{
496  if( this->entityTrack != NULL && this->isDrawTrack())
497    this->entityTrack->drawGraph();
498
499  WorldEntity::draw();
500
501  glMatrixMode(GL_MODELVIEW);
502  glPushMatrix();
503
504  float matrix[4][4];
505  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
506  this->getAbsDir().matrix (matrix);
507  glMultMatrixf((float*)matrix);
508  //glScalef(2.0, 2.0, 2.0);  // no double rescale
509
510
511  this->trail->draw();
512
513  glTranslatef(0,0,-.5);
514  this->trailL->draw();
515
516  glTranslatef(0,0,1);
517  this->trailR->draw();
518
519  glPopMatrix();
520  //this->debug(0);
521}
522
523/**
524 *  the function called for each passing timeSnap
525 * @param time The timespan passed since last update
526*/
527void SpaceShip::tick (float time)
528{
529  // Playable::tick(time);
530
531 // this->test->tick(time);
532
533  // Own Tick Setup, as a different fire routine is used on the weapon manager
534  this->weaponMan.tick(time);
535  this->secWeaponMan.tick(time);
536
537  if( this->systemFailure() )
538    bFire = bSecFire = false;
539
540  // fire reqeust/release for primary weapons
541  if( this->bFire)
542    this->weaponMan.fire();
543  else
544    this->weaponMan.releaseFire();
545
546  // fire reqeust/release for secondary weapons
547  if( this->bSecFire)
548    this->secWeaponMan.fire();
549  else
550    this->secWeaponMan.releaseFire();
551
552  // Tracktick
553  if(this->entityTrack)
554    this->entityTrack->tick(time);
555
556
557  // Shield Regeneration and other regular calculations on the ship
558  this->regen(time);
559
560  // Weapon Regeneration and other regular calculations on the ship
561  this->weaponRegen(time);
562
563  // current engine speed output
564  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
565
566  // calculation of maxSpeed and acceleration:
567  this->travelSpeed = this->engineSpeedCur * 5;
568  this->acceleration = this->travelSpeed * 2;
569
570  this->movement(time);
571
572   // TRYING TO FIX PNode.
573  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
574  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
575
576
577  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
578  this->oldPos    = this->getAbsCoor();
579
580//FIXME
581  this->trail->tick(time);
582  this->trailL->tick(time);
583  this->trailR->tick(time);
584
585  if (!this->isTravelDistanceInit)
586  {
587    this->updateTravelDistance();
588    //this->isTravelDistanceInit = true;
589  }
590
591  //orient the spaceship in direction of the mouse
592  /*
593  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
594  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
595    this->setAbsDir( rotQuat);
596  //this->setAbsDirSoft(mouseDir,5);
597  */
598  /*
599  this->shiftCoor(move);
600  */
601
602  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
603
604}
605
606/**
607 * @todo switch statement ??
608 */
609void SpaceShip::process(const Event &event)
610{
611  //Playable::process(event);
612
613  if( event.type == KeyMapper::PEV_LEFT)
614    this->bLeft = event.bPressed;
615  else if( event.type == KeyMapper::PEV_RIGHT)
616  {
617    this->bRight = event.bPressed;
618    printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
619  }
620  else if( event.type == KeyMapper::PEV_FORWARD)
621  {
622    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
623
624  }
625  else if( event.type == KeyMapper::PEV_BACKWARD)
626    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
627  else if( event.type == KeyMapper::PEV_FIRE2)
628    this->bSecFire = event.bPressed;
629  else if( event.type == KeyMapper::PEV_FIRE1)
630    this->bFire = event.bPressed;
631  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
632  {
633    this->nextWeaponConfig();
634  }
635  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
636    this->previousWeaponConfig();
637
638  if (!(State::getCamera()->getEventHandling()))
639  {
640    if( event.type == KeyMapper::PEV_VIEW0)
641    {
642      State::getCamera()->setViewMode(Camera::ViewNormal);
643      State::getCameraTargetNode()->setParent(this);
644      State::getCamera()->setParent(this);
645    }
646    else if( event.type == KeyMapper::PEV_VIEW1)
647    {
648      State::getCamera()->setViewMode(Camera::ViewBehind);
649      State::getCameraTargetNode()->setParent(this);
650      State::getCamera()->setParent(this);
651    }
652    else if( event.type == KeyMapper::PEV_VIEW2)
653    {
654      State::getCamera()->setViewMode(Camera::ViewFront);
655      State::getCameraTargetNode()->setParent(this);
656      State::getCamera()->setParent(this);
657    }
658    else if( event.type == KeyMapper::PEV_VIEW3)
659    {
660      State::getCamera()->setViewMode(Camera::ViewLeft);
661      State::getCameraTargetNode()->setParent(this);
662      State::getCamera()->setParent(this);
663    }
664    else if( event.type == KeyMapper::PEV_VIEW4)
665    {
666      State::getCamera()->setViewMode(Camera::ViewRight);
667      State::getCameraTargetNode()->setParent(this);
668      State::getCamera()->setParent(this);
669    }
670    else if( event.type == KeyMapper::PEV_VIEW5)
671    {
672      State::getCamera()->setViewMode(Camera::ViewTop);
673      State::getCameraTargetNode()->setParent(this->travelNode);
674      State::getCamera()->setParent(this->travelNode);
675    }
676  }
677
678
679  /*
680  else if( event.type == EV_MOUSE_MOTION)
681  {
682
683    this->xMouse += event.xRel;
684    this->yMouse += event.yRel;
685  }
686  */
687}
688
689void SpaceShip::destroy( WorldEntity* killer )
690{
691  if(this->hasPlayer())
692    Playable::destroy( killer);
693
694  PRINTF(5)("spaceship destroy\n");
695
696  EmitterNode* node  = NULL;
697  DotEmitter* emitter = NULL;
698  SpriteParticles*  explosionParticles  = NULL;
699
700  explosionParticles = new SpriteParticles(200);
701  explosionParticles->setName("SpaceShipExplosionParticles");
702  explosionParticles->setLifeSpan(.2, .3);
703  explosionParticles->setRadius(0.0, 10.0);
704  explosionParticles->setRadius(.5, 6.0);
705  explosionParticles->setRadius(1.0, 3.0);
706  explosionParticles->setColor(0.0, 1,1,1,.9);
707  explosionParticles->setColor(0.1,  1,1,0,.9);
708  explosionParticles->setColor(0.5, .8,.4,0,.5);
709  explosionParticles->setColor(1.0, .2,.2,.2,.5);
710
711
712  emitter = new DotEmitter( 2000, 70, 360);
713  //emitter->setSpread( 0, M_2_PI);
714  emitter->setEmissionRate( 200.0);
715  //emitter->setEmissionVelocity( 200.0);
716  //emitter->setSystem( explosionParticles);
717  //emitter->setAbsCoor( this->getAbsCoor());
718
719  node  = new EmitterNode( .1f);
720  node->setupParticle( emitter, explosionParticles);
721  node->setAbsDir( this->getAbsDir());
722  node->setVelocity( this->getVelocity() * .9f);
723  node->setAbsCoor( this->getAbsCoor());
724  if( !node->start())
725    PRINTF(0)("Explosion node not correctly started!");
726/*
727  PNode* node          = new PNode();
728  node->setAbsCoor(this->getAbsCoor());
729  Explosion* explosion = new Explosion();
730  explosion->explode( node, Vector(5,5,5));
731*/
732/*
733  if( this->hasPlayer())
734  {
735        this->setAbsCoor(Vector(-10000,10000,10000));
736        this->hide();
737  }
738  else
739  {*/
740    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
741  //}
742
743}
744
745void SpaceShip::respawn( )
746{
747  Playable::respawn();
748}
749
750
751void SpaceShip::damage(float pDamage, float eDamage){
752  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
753
754  if( this->shieldActive) {
755    if( this->shieldCur > pDamage) {
756      this->shieldCur = this->shieldCur - pDamage;
757    }
758    else { // shield <= pDamage
759      this->shieldCur -=pDamage;
760      this->shieldActive = false; //shield collapses
761      pDamage += this->shieldCur;
762      if( !this->shieldActive) {
763        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
764        this->electronicCur -= eDamage;
765      }
766    }
767  }
768  else {
769    this->armorCur = this->armorCur - pDamage;
770    this->electronicCur = this->electronicCur - eDamage;
771  }
772  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
773    this->destroy(this);
774
775  updateElectronicWidget();
776  updateShieldWidget();
777
778  this->setHealth( this->armorCur);
779}
780
781
782void SpaceShip::regen(float time){
783  float tmp;
784  if (this->armorCur != this->armorMax || this->armorRegen != 0){
785    tmp = this->armorCur + this->armorRegen * time;
786    if ( tmp > electronicMax)
787      this->armorCur = this->armorMax;
788    else
789      this->armorCur = tmp;
790  }
791  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
792    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
793    if( tmp > shieldMax)
794      this->shieldCur = this->shieldMax;
795    else
796      this->shieldCur = tmp;
797    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
798
799    updateShieldWidget();
800  }
801
802  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
803
804  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
805    tmp = this->electronicCur + this->electronicRegen * time;
806    if ( tmp > electronicMax)
807      this->electronicCur = this->electronicMax;
808    else
809      this->electronicCur = tmp;
810
811    updateElectronicWidget();
812  }
813
814}
815
816
817/**
818 * Weapon regeneration
819 * does not use any reactor capacity, as it wouldn't work in a consistent way.
820 */
821void SpaceShip::weaponRegen(float time)
822{
823  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
824  Weapon* weapon;
825  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
826  {
827    weapon = this->weaponMan.getWeapon(i);
828    if( weapon != NULL && weapon->isActive())
829    {
830      weapon->increaseEnergy( energy);
831    }
832
833  }
834  // weaponMan.increaseAmmunition( weapon, energy);
835}
836
837
838void SpaceShip::enterPlaymode(Playable::Playmode playmode)
839{
840  switch(playmode)
841  {
842    case Playable::Full3D:
843      /*
844      if (State::getCameraNode != NULL)
845      {
846        Vector absCoor = this->getAbsCoor();
847        this->setParent(PNode::getNullParent());
848        this->setAbsCoor(absCoor);
849        State::getCameraNode()->setParentSoft(&this->cameraNode);
850        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
851        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
852        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
853
854      }
855      */
856      //break;
857
858      break;
859    case Playable::Horizontal:
860      if (State::getCameraNode != NULL)
861      {
862        this->debugNode(1);
863        this->travelNode->debugNode(1);
864
865        this->travelNode->setAbsCoor(this->getAbsCoor());
866        this->travelNode->updateNode(0.01f);
867
868        this->isTravelDistanceInit = false;
869
870        if(this->entityTrack)
871           this->travelNode->setParent(this->entityTrack->getTrackNode());
872
873        this->setParent(this->travelNode);
874        this->setRelCoor(0,0,0);
875
876        State::getCameraNode()->setParentSoft(this->travelNode);
877        //State::getCameraNode()->setParentSoft(this);
878        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
879        State::getCameraTargetNode()->setParentSoft(this->travelNode);
880        //State::getCameraTargetNode()->setParentSoft(this);
881        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
882        this->setCameraMode(Camera::ViewTop);
883        State::getCamera()->setEventHandling(false);
884        registerEvent(KeyMapper::PEV_VIEW0);
885        registerEvent(KeyMapper::PEV_VIEW1);
886        registerEvent(KeyMapper::PEV_VIEW2);
887        registerEvent(KeyMapper::PEV_VIEW3);
888        registerEvent(KeyMapper::PEV_VIEW4);
889        registerEvent(KeyMapper::PEV_VIEW5);
890
891        State::getCamera()->setParentMode(PNODE_ALL);
892
893        //this->updateTravelDistance();
894
895        this->debugNode(1);
896        this->travelNode->debugNode(1);
897      }
898      break;
899
900    default:
901      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
902  }
903}
904
905/**
906 * @brief calculate the velocity
907 * @param time the timeslice since the last frame
908*/
909
910void SpaceShip::movement (float dt)
911{
912  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
913  //the ship doesn't slide too much.
914  float airCoeff = 2.5;
915  float pi = 3.14;
916
917  switch(this->getPlaymode())
918  {
919    case Playable::Horizontal:
920    {
921      // these routines will change the travel movement into zero in a short amout of time, if the player
922      // doesn't press any buttons.
923      if (this->travelVelocity.x >= 0)
924      {
925        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
926          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
927        else
928          this->travelVelocity.x = 0;
929      }
930      else
931      {
932        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
933          this->travelVelocity.x += airCoeff* this->acceleration * dt;
934        else
935          this->travelVelocity.x = 0;
936      }
937      if (this->travelVelocity.z >= 0)
938      {
939        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
940          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
941        else
942          this->travelVelocity.z = 0;
943      }
944      else
945      {
946        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
947          this->travelVelocity.z += airCoeff* this->acceleration * dt;
948        else
949          this->travelVelocity.z = 0;
950      }
951
952      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
953      // and its continuing to slide a bit.
954      Vector oldCoor = this->getRelCoor();
955      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
956      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
957      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
958      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
959
960      if( this->systemFailure() )
961        bForward = bBackward = bLeft = bRight = false;
962
963      if( this->bForward )
964      {
965        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
966        if(this->getRelCoor().x < this->travelDistancePlus.x)
967        {
968          if (this->travelVelocity.x < this->travelSpeed)
969          {
970            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
971          }
972          else
973          {
974            this->travelVelocity.x = this->travelSpeed;
975          }
976        }
977        else
978        {
979          this->travelVelocity.x = 0.0f;
980        }
981      }
982
983      if( this->bBackward )
984      {
985        if(this->getRelCoor().x > this->travelDistanceMinus.x)
986        {
987          if (this->travelVelocity.x > -this->travelSpeed)
988          {
989            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
990          }
991          else
992          {
993            this->travelVelocity.x = -this->travelSpeed;
994          }
995        }
996        else
997        {
998          this->travelVelocity.x = 0.0f;
999        }
1000      }
1001
1002      if( this->bLeft)
1003      {
1004        if(this->getRelCoor().z > this->travelDistanceMinus.y)
1005        {
1006          if (this->travelVelocity.z > -this->travelSpeed)
1007          {
1008            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
1009          }
1010          else
1011          {
1012            this->travelVelocity.z = -this->travelSpeed;
1013          }
1014        }
1015        else
1016        {
1017          this->travelVelocity.z = 0.0f;
1018        }
1019        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
1020      }
1021
1022      if( this->bRight)
1023      {
1024        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
1025        if(this->getRelCoor().z < this->travelDistancePlus.y)
1026        {
1027          if (this->travelVelocity.z < this->travelSpeed)
1028          {
1029            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
1030          }
1031          else
1032          {
1033            this->travelVelocity.z = this->travelSpeed;
1034          }
1035        }
1036        else
1037        {
1038          this->travelVelocity.z = 0.0f;
1039        }
1040        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
1041      }
1042      if (!this->bRight && !this->bLeft)
1043      {
1044        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
1045      }
1046
1047    //normalisation of the vectors (vector sum must be <= travelspeed)
1048    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
1049    if (xzNorm > this->travelSpeed)
1050    {
1051      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
1052      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
1053    }
1054
1055    //this moves camera and ship along the travel path.
1056    if(!this->entityTrack)
1057       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
1058
1059    break;
1060    }
1061    case Playable::Vertical:
1062      break;
1063    default:
1064      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
1065  }
1066   //set new coordinates calculated through key- events.
1067  this->shiftCoor (this->travelVelocity * dt);
1068}
1069
1070void SpaceShip::setPlaymodeXML(const std::string& playmode)
1071{
1072  this->setPlaymode(Playable::stringToPlaymode(playmode));
1073}
1074
1075/**
1076 * @brief jumps to the next WeaponConfiguration
1077 */
1078void SpaceShip::nextWeaponConfig()
1079{
1080  PRINTF(0)("Requested next weapon config!\n");
1081  this->weaponMan.nextWeaponConfig();
1082  Playable::weaponConfigChanged();
1083}
1084
1085/**
1086 * @brief moves to the last WeaponConfiguration
1087 */
1088void SpaceShip::previousWeaponConfig()
1089{
1090  /*
1091  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
1092  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1093  */
1094  this->weaponMan.previousWeaponConfig();
1095  Playable::weaponConfigChanged();
1096}
1097
1098void SpaceShip::hit( float damage, WorldEntity* killer)
1099{
1100  this->damage(killer->getDamage(),0);
1101}
1102
1103void SpaceShip::updateElectronicWidget()
1104{
1105  if (this->electronicWidget != NULL)
1106  { //if it exists already: update it
1107     this->electronicWidget->setMaximum(this->electronicMax);
1108     this->electronicWidget->setValue(this->electronicCur);
1109  }
1110  else
1111  { //create the widget
1112    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1113    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1114    //this->electronicWidget->setDisplayedName("Electronics:");
1115    //this->electronicWidget->setSize2D(100,20);
1116    //this->electronicWidget->setAbsCoor2D(150,200);
1117    this->updateElectronicWidget();
1118    if (this->hasPlayer())
1119      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1120  }
1121}
1122
1123void SpaceShip::updateShieldWidget()
1124{
1125  if (this->shieldWidget != NULL)
1126  {
1127    this->shieldWidget->setMaximum(this->shieldMax);
1128    this->shieldWidget->setValue(this->shieldCur);;
1129  }
1130  else
1131  {
1132    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1133    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1134    //this->shieldWidget->setDisplayedName("Shield:");
1135    //his->shieldWidget->setSize2D(100,20);
1136    //this->shieldWidget->setAbsCoor2D(200,200);
1137    this->updateShieldWidget();
1138    if (this->hasPlayer())
1139      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1140  }
1141}
1142
1143void SpaceShip::setCameraDistance(float dist)
1144{
1145     
1146  CameraMan* cm = State::getCameraman();
1147  Camera* c = cm->getCurrentCam();
1148  c->setViewTopDistance(dist);
1149 
1150  if (this->hasPlayer())
1151    this->isTravelDistanceInit = false;
1152}
1153
1154void SpaceShip::setCameraFovy(float fovy)
1155{
1156     
1157  CameraMan* cm = State::getCameraman();
1158  Camera* c = cm->getCurrentCam();
1159  c->setViewTopFovy(fovy);
1160 
1161  if (this->hasPlayer())
1162    this->isTravelDistanceInit = false;
1163}
1164
1165void SpaceShip::updateTravelDistance()
1166{
1167     CameraMan* cm = State::getCameraman();
1168     Camera* c = cm->getCurrentCam();
1169     
1170     
1171  float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0);
1172  float y = x / c->getAspectRatio() / this->actionWidthPercentage;
1173  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1174
1175
1176  //State::getCamera()->getAbsCoor().print();
1177  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1178
1179  //printf("x: %f, y: %f \n", x, y);
1180  this->travelDistancePlus = Vector2D(y, x);
1181  this->travelDistanceMinus = Vector2D(-y, -x);
1182
1183  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1184  PRINTF(0)("TravelDistance has been updated\n");
1185  this->isTravelDistanceInit = true;
1186}
1187
1188void SpaceShip::setActionWidthPercentage(int i)
1189{
1190  if (i>100) i=100;
1191  if (i<0) i=0;
1192  this->actionWidthPercentage = i/100.0;
1193
1194  if (this->hasPlayer())
1195    this->isTravelDistanceInit = false;
1196};
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