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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 10687

Last change on this file since 10687 was 10618, checked in by bknecht, 18 years ago

merged cleanup into trunk (only improvements)

File size: 35.2 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_thrower.h"
30#include "weapons/acid_launcher.h"
31#include "weapons/boomerang_gun.h"
32#include "weapons/turret.h"
33#include "weapons/cannon.h"
34
35#include "elements/glgui_energywidgetvertical.h"
36#include "glgui_bar.h"
37
38#include "particles/dot_emitter.h"
39#include "particles/emitter_node.h"
40#include "particles/sprite_particles.h"
41#include "effects/trail.h"
42
43#include "effects/wobblegrid.h"
44
45#include "util/loading/factory.h"
46#include "key_mapper.h"
47
48#include "network_game_manager.h"
49#include "shared_network_data.h"
50
51#include "items/power_ups/weapon_power_up.h"
52#include "items/power_ups/param_power_up.h"
53
54#include "graphics_engine.h"
55
56#include "plane.h"
57
58#include "state.h"
59#include "player.h"
60#include "tools/camera.h"
61#include "tools/cameraman.h"
62
63
64#include "util/loading/load_param.h"
65#include "time.h"
66
67#include "track/track.h"
68
69
70// #include "lib/gui/gl_gui/glgui_bar.h"
71// #include "lib/gui/gl_gui/glgui_pushbutton.h"
72
73
74
75ObjectListDefinition(SpaceShip);
76CREATE_FACTORY(SpaceShip);
77
78#include "script_class.h"
79CREATE_SCRIPTABLE_CLASS(SpaceShip,
80                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
81                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
82                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
83                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
84                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
85                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
86                        //Coordinates
87                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
88                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
89                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
90                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
91                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
92                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
93                        ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance))
94                       );
95
96/**
97 *  destructs the spaceship, deletes alocated memory
98 */
99SpaceShip::~SpaceShip ()
100{
101  this->setPlayer(NULL);
102}
103
104/**
105 * loads a Spaceships information from a specified file.
106 * @param fileName the name of the File to load the spaceship from (absolute path)
107 */
108SpaceShip::SpaceShip(const std::string& fileName)
109    : secWeaponMan(this) //,
110    //supportedPlaymodes(Playable::Vertical) ,
111    //playmode(Playable::Vertical)
112{
113  this->init();
114  TiXmlDocument doc(fileName);
115
116  if(!doc.LoadFile())
117  {
118    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
119    return;
120  }
121
122  this->loadParams(doc.RootElement());
123}
124
125/**
126 *  creates a new Spaceship from Xml Data
127 * @param root the xml element containing spaceship data
128
129   @todo add more parameters to load
130*/
131SpaceShip::SpaceShip(const TiXmlElement* root)
132    : secWeaponMan(this) //,
133    //supportedPlaymodes(Playable::Vertical) ,
134    //playmode(Playable::Vertical)
135{
136  this->init();
137  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
138  if (root != NULL)
139    this->loadParams(root);
140
141}
142
143
144/**
145 * initializes a Spaceship
146 */
147void SpaceShip::init()
148{
149
150  srand(time(0));   //initialize Random Nomber Generator
151
152  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
153  this->registerObject(this, SpaceShip::_objectList);
154  PRINTF(4)("SPACESHIP INIT\n");
155  this->weaponMan.setParentEntity( this);
156  //weapons:
157
158  Weapon* wpRight1 = new LightBlaster ();
159  wpRight1->setName( "LightBlaster");
160  Weapon* wpLeft1 = new LightBlaster ();
161  wpLeft1->setName( "LightBlaster");
162
163  Weapon* wpRight2 = new MediumBlaster ();
164  wpRight2->setName( "MediumBlaster");
165  Weapon* wpLeft2 = new MediumBlaster ();
166  wpLeft2->setName( "MediumBlaster");
167
168  Weapon* wpRight3 = new HeavyBlaster (1);
169  wpRight3->setName( "HeavyBlaster");
170  Weapon* wpLeft3 = new HeavyBlaster (0);
171  wpLeft3->setName( "HeavyBlaster");
172
173  Weapon* cannon = new SwarmLauncher();
174  cannon->setName( "SwarmLauncher");
175/*
176  Weapon* spike = new SpikeThrower();
177  spike->setName( "SpikeThrower" );
178
179
180  Weapon* acid0 = new AcidLauncher();
181  acid0->setName( "AcidSplasher" );
182
183  Weapon* acid1 = new AcidLauncher();
184  acid1->setName( "AcidSplasher" );*/
185
186
187  this->weaponMan.addWeapon( wpLeft1, 0, 0);
188  this->weaponMan.addWeapon( wpRight1, 0, 1);
189
190  this->weaponMan.addWeapon( wpLeft2, 1, 2);
191  this->weaponMan.addWeapon( wpRight2, 1, 3);
192
193  this->weaponMan.addWeapon( wpLeft3, 2, 4);
194  this->weaponMan.addWeapon( wpRight3, 2, 5);
195
196  this->weaponMan.addWeapon( wpLeft1, 3, 0);
197  this->weaponMan.addWeapon( wpRight1, 3, 1);
198
199  this->weaponMan.addWeapon( wpLeft2, 3, 2);
200  this->weaponMan.addWeapon( wpRight2, 3, 3);
201
202  this->weaponMan.addWeapon( wpLeft3, 3, 4);
203  this->weaponMan.addWeapon( wpRight3, 3, 5);
204
205
206//   this->weaponMan.addWeapon( acid0, 3, 0);
207//   this->weaponMan.addWeapon( acid1, 3, 1);
208
209
210  this->secWeaponMan.addWeapon( cannon, 0, 2);
211//   this->secWeaponMan.addWeapon( spike, 1, 3);
212//   this->secWeaponMan.addWeapon( acid0, 2, 2);
213//   this->secWeaponMan.addWeapon( acid1, 2, 3);
214
215
216  this->weaponMan.changeWeaponConfig(3);
217  this->secWeaponMan.changeWeaponConfig(0);
218
219
220//   curWeaponPrimary    = 3;
221//   curWeaponSecondary  = 0;
222
223  Playable::weaponConfigChanged();
224
225  reactorOutput     = 10;
226
227  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
228  engineSpeedBase   = 15;
229  shieldRegen       = 2;
230
231  shieldEnergyShare = 0.3;
232  weaponEnergyShare = 0.3;
233  engineEnergyShare = 0.4;
234
235  shieldCur         = 100;
236  shieldMax         = 100;
237  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
238
239  this->setHealth( 100);
240  this->setHealthMax( 100);
241
242  electronicCur = 50;
243  electronicMax = 50;
244  electronicRegen   = 3;
245  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
246
247
248 this->loadModel("models/spaceships/human_spaceship_fighter.obj", .25);
249  //this->setVisibiliy(false);
250
251  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
252
253  this->setHealthMax(shieldMax);
254  this->setHealth(shieldCur);
255
256  this->travelNode = new PNode();
257
258  // camera - issue
259  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
260  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
261
262  // widget handling
263  /*
264  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
265  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
266  this->electronicWidget->setSize2D(30,400);
267  this->electronicWidget->setAbsCoor2D(150,200);
268  this->electronicWidget->shiftDir2D(270);
269  this->updateElectronicWidget();
270  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
271  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
272  this->shieldWidget->setSize2D(30,400);
273  this->shieldWidget->setAbsCoor2D(200,200);
274  this->shieldWidget->shiftDir2D(270);
275  this->updateShieldWidget();
276  if (this->hasPlayer())
277  {
278    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
279    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
280  }
281  */
282  this->electronicWidget = NULL;
283  this->shieldWidget = NULL;
284
285  //add events to the eventlist
286  registerEvent(KeyMapper::PEV_FORWARD);
287  registerEvent(KeyMapper::PEV_BACKWARD);
288  registerEvent(KeyMapper::PEV_LEFT);
289  registerEvent(KeyMapper::PEV_RIGHT);
290  //registerEvent(SDLK_q);
291  //registerEvent(SDLK_e);
292  registerEvent(KeyMapper::PEV_FIRE1);
293  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
294  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
295  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
296  //registerEvent(SDLK_PAGEUP);
297  //registerEvent(SDLK_PAGEDOWN);
298  registerEvent(EV_MOUSE_MOTION);
299
300  this->weaponMan.setParentEntity( this);
301  this->secWeaponMan.setParentEntity( this);
302
303  this->weaponMan.setSlotCount(8);
304
305  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
306  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
307
308  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
309  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
310
311  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
312  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
313
314  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
315  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
316
317  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
318  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
319
320  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
321  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
322
323  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
324  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
325
326  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
327  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
328
329  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
330  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
331
332  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
333  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
334
335  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
336  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
337
338  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
339  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
340
341  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
342  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
343
344  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
345  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
346
347
348  this->weaponMan.getFixedTarget()->setParent(this);
349  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
350
351
352  this->secWeaponMan.getFixedTarget()->setParent(this);
353  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
354  this->secWeaponMan.setRotationSpeed(0);
355
356  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
357
358
359  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
360  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
361  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
362  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
363  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
364  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
365  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
366  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
367
368  //this->airFriction = 0.5f;
369  //this->travelDistancePlus = Vector2D(38.0, 43.0);
370  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
371  this->travelDistancePlus = Vector2D(50,50);
372  this->travelDistanceMinus = Vector2D(-50,-50);
373  this->isTravelDistanceInit = true;
374  this->actionWidthPercentage = 1;
375
376  this->cameraSpeed = 40;
377  this->cameraLook = 0.0f;
378  //this->airFriction = 0.0f;
379
380  srand(time(0));  //initaialize RNG
381
382  this->travelNode->debugDraw();
383
384  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
385
386  /// FIXME
387//   this->trail = new Trail( 5, 10, .2, this);
388//   this->trail->setTexture( "textures/engine.png");
389//
390//   this->trailL = new Trail( 5, 10, .2, this);
391//   this->trailL->setTexture( "textures/engine.png");
392//
393//   this->trailR = new Trail( 5, 10, .2, this);
394//   this->trailR->setTexture( "textures/engine.png");
395
396
397  this->toList(OM_GROUP_00);
398
399  //FIXME Just testaddition to show the wobblegrid
400/*
401  this->test  = new Wobblegrid(5);
402  test->setTexture("textures/blub.png");
403
404  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
405  test->setParent( this);
406*/
407
408}
409
410
411/**
412 * loads the Settings of a SpaceShip from an XML-element.
413 * @param root the XML-element to load the Spaceship's properties from
414 */
415void SpaceShip::loadParams(const TiXmlElement* root)
416{
417  Playable::loadParams(root);
418
419  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
420  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
421  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
422  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
423
424  State::getCamera()->setViewMode(Camera::ViewTop);
425}
426
427
428void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
429{
430  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
431}
432
433void SpaceShip::reset()
434{
435  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
436
437  //xMouse = yMouse = 0;
438
439  this->setHealth(80);
440  this->velocity = Vector(0.0, 0.0, 0.0);
441}
442
443
444void SpaceShip::enter()
445{
446  this->secWeaponMan.showCrosshair();
447  this->toList( OM_GROUP_01 );
448  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
449  State::getPlayer()->hud().setOverlayActive(true);
450  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
451  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
452  //this->attachCamera();
453 // this->setPlaymode(Playable::Horizontal);
454}
455
456void SpaceShip::leave()
457{
458  this->secWeaponMan.hideCrosshair();
459  this->toList( OM_GROUP_00);
460  State::getPlayer()->hud().setOverlayActive(false);
461  State::getCamera()->setEventHandling(true);
462  State::getPlayer()->hud().setRadarCenterNode(NULL);
463  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
464  //this->detachCamera();
465}
466
467
468/**
469 *  effect that occurs after the SpaceShip is spawned
470*/
471void SpaceShip::postSpawn ()
472{
473  if(this->hasPlayer())
474    Playable::postSpawn();
475
476  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
477}
478
479/**
480 *  the action occuring if the spaceship left the game
481*/
482void SpaceShip::leftWorld ()
483{
484
485}
486
487WorldEntity* ref = NULL;
488
489/**
490 *  draws the spaceship after transforming it.
491*/
492void SpaceShip::draw () const
493{
494  if( this->entityTrack != NULL && this->isDrawTrack())
495    this->entityTrack->drawGraph();
496
497  WorldEntity::draw();
498
499//   glMatrixMode(GL_MODELVIEW);
500//   glPushMatrix();
501
502//   float matrix[4][4];
503//   glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
504//   this->getAbsDir().matrix (matrix);
505//   glMultMatrixf((float*)matrix);
506  //glScalef(2.0, 2.0, 2.0);  // no double rescale
507
508
509//   this->trail->draw();
510
511//   glTranslatef(0,0,-.5);
512//   this->trailL->draw();
513
514//   glTranslatef(0,0,1);
515//   this->trailR->draw();
516
517//   glPopMatrix();
518  //this->debug(0);
519}
520
521/**
522 *  the function called for each passing timeSnap
523 * @param time The timespan passed since last update
524*/
525void SpaceShip::tick (float time)
526{
527  // Playable::tick(time);
528
529 // this->test->tick(time);
530
531  // Own Tick Setup, as a different fire routine is used on the weapon manager
532  this->weaponMan.tick(time);
533  this->secWeaponMan.tick(time);
534
535  if( this->systemFailure() )
536    bFire = bSecFire = false;
537
538  // fire reqeust/release for primary weapons
539  if( this->bFire)
540    this->weaponMan.fire();
541  else
542    this->weaponMan.releaseFire();
543
544  // fire reqeust/release for secondary weapons
545  if( this->bSecFire)
546    this->secWeaponMan.fire();
547  else
548    this->secWeaponMan.releaseFire();
549
550  // Tracktick
551  if(this->entityTrack)
552    this->entityTrack->tick(time);
553
554
555  // Shield Regeneration and other regular calculations on the ship
556  this->regen(time);
557
558  // Weapon Regeneration and other regular calculations on the ship
559  this->weaponRegen(time);
560
561  // current engine speed output
562  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
563
564  // calculation of maxSpeed and acceleration:
565  this->travelSpeed = this->engineSpeedCur * 5;
566  this->acceleration = this->travelSpeed * 2;
567
568  this->movement(time);
569
570   // TRYING TO FIX PNode.
571  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
572  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
573
574
575  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
576  this->oldPos    = this->getAbsCoor();
577
578//FIXME
579//   this->trail->tick(time);
580//   this->trailL->tick(time);
581//   this->trailR->tick(time);
582
583  if (!this->isTravelDistanceInit)
584  {
585    this->updateTravelDistance();
586    //this->isTravelDistanceInit = true;
587  }
588
589  //orient the spaceship in direction of the mouse
590  /*
591  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
592  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
593    this->setAbsDir( rotQuat);
594  //this->setAbsDirSoft(mouseDir,5);
595  */
596  /*
597  this->shiftCoor(move);
598  */
599
600  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
601
602}
603
604/**
605 * @todo switch statement ??
606 */
607void SpaceShip::process(const Event &event)
608{
609  //Playable::process(event);
610
611  if( event.type == KeyMapper::PEV_LEFT)
612    this->bLeft = event.bPressed;
613  else if( event.type == KeyMapper::PEV_RIGHT)
614  {
615    this->bRight = event.bPressed;
616//     printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
617  }
618  else if( event.type == KeyMapper::PEV_FORWARD)
619  {
620    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
621
622  }
623  else if( event.type == KeyMapper::PEV_BACKWARD)
624    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
625  else if( event.type == KeyMapper::PEV_FIRE2)
626    this->bSecFire = event.bPressed;
627  else if( event.type == KeyMapper::PEV_FIRE1)
628    this->bFire = event.bPressed;
629  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
630  {
631    this->nextWeaponConfig();
632  }
633  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
634    this->previousWeaponConfig();
635
636  if (!(State::getCamera()->getEventHandling()))
637  {
638    if( event.type == KeyMapper::PEV_VIEW0)
639    {
640      State::getCamera()->setViewMode(Camera::ViewNormal);
641      State::getCameraTargetNode()->setParent(this);
642      State::getCamera()->setParent(this);
643    }
644    else if( event.type == KeyMapper::PEV_VIEW1)
645    {
646      State::getCamera()->setViewMode(Camera::ViewBehind);
647      State::getCameraTargetNode()->setParent(this);
648      State::getCamera()->setParent(this);
649    }
650    else if( event.type == KeyMapper::PEV_VIEW2)
651    {
652      State::getCamera()->setViewMode(Camera::ViewFront);
653      State::getCameraTargetNode()->setParent(this);
654      State::getCamera()->setParent(this);
655    }
656    else if( event.type == KeyMapper::PEV_VIEW3)
657    {
658      State::getCamera()->setViewMode(Camera::ViewLeft);
659      State::getCameraTargetNode()->setParent(this);
660      State::getCamera()->setParent(this);
661    }
662    else if( event.type == KeyMapper::PEV_VIEW4)
663    {
664      State::getCamera()->setViewMode(Camera::ViewRight);
665      State::getCameraTargetNode()->setParent(this);
666      State::getCamera()->setParent(this);
667    }
668    else if( event.type == KeyMapper::PEV_VIEW5)
669    {
670      State::getCamera()->setViewMode(Camera::ViewTop);
671      State::getCameraTargetNode()->setParent(this->travelNode);
672      State::getCamera()->setParent(this->travelNode);
673    }
674  }
675
676
677  /*
678  else if( event.type == EV_MOUSE_MOTION)
679  {
680
681    this->xMouse += event.xRel;
682    this->yMouse += event.yRel;
683  }
684  */
685}
686
687void SpaceShip::destroy( WorldEntity* killer )
688{
689  if(this->hasPlayer())
690    Playable::destroy( killer);
691
692  PRINTF(5)("spaceship destroy\n");
693
694  EmitterNode* node  = NULL;
695  DotEmitter* emitter = NULL;
696  SpriteParticles*  explosionParticles  = NULL;
697
698  explosionParticles = new SpriteParticles(200);
699  explosionParticles->setName("SpaceShipExplosionParticles");
700  explosionParticles->setLifeSpan(.2, .3);
701  explosionParticles->setRadius(0.0, 10.0);
702  explosionParticles->setRadius(.5, 6.0);
703  explosionParticles->setRadius(1.0, 3.0);
704  explosionParticles->setColor(0.0, 1,1,1,.9);
705  explosionParticles->setColor(0.1,  1,1,0,.9);
706  explosionParticles->setColor(0.5, .8,.4,0,.5);
707  explosionParticles->setColor(1.0, .2,.2,.2,.5);
708
709
710  emitter = new DotEmitter( 2000, 70, 360);
711  //emitter->setSpread( 0, M_2_PI);
712  emitter->setEmissionRate( 200.0);
713  //emitter->setEmissionVelocity( 200.0);
714  //emitter->setSystem( explosionParticles);
715  //emitter->setAbsCoor( this->getAbsCoor());
716
717  node  = new EmitterNode( .1f);
718  node->setupParticle( emitter, explosionParticles);
719  node->setAbsDir( this->getAbsDir());
720  node->setVelocity( this->getVelocity() * .9f);
721  node->setAbsCoor( this->getAbsCoor());
722  if( !node->start())
723    PRINTF(0)("Explosion node not correctly started!");
724/*
725  PNode* node          = new PNode();
726  node->setAbsCoor(this->getAbsCoor());
727  Explosion* explosion = new Explosion();
728  explosion->explode( node, Vector(5,5,5));
729*/
730/*
731  if( this->hasPlayer())
732  {
733        this->setAbsCoor(Vector(-10000,10000,10000));
734        this->hide();
735  }
736  else
737  {*/
738    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
739  //}
740
741}
742
743void SpaceShip::respawn( )
744{
745  Playable::respawn();
746}
747
748
749void SpaceShip::damage(float pDamage, float eDamage){
750  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
751
752  if( this->shieldActive) {
753    if( this->shieldCur > pDamage) {
754      this->shieldCur = this->shieldCur - pDamage;
755    }
756    else { // shield <= pDamage
757      this->shieldCur -=pDamage;
758      this->shieldActive = false; //shield collapses
759      pDamage += this->shieldCur;
760      if( !this->shieldActive) {
761        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
762        this->electronicCur -= eDamage;
763      }
764    }
765  }
766  else {
767    this->armorCur = this->armorCur - pDamage;
768    this->electronicCur = this->electronicCur - eDamage;
769  }
770  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
771    this->destroy(this);
772
773  updateElectronicWidget();
774  updateShieldWidget();
775
776  this->setHealth( this->armorCur);
777}
778
779
780void SpaceShip::regen(float time){
781  float tmp;
782  if (this->armorCur != this->armorMax || this->armorRegen != 0){
783    tmp = this->armorCur + this->armorRegen * time;
784    if ( tmp > electronicMax)
785      this->armorCur = this->armorMax;
786    else
787      this->armorCur = tmp;
788  }
789  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
790    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
791    if( tmp > shieldMax)
792      this->shieldCur = this->shieldMax;
793    else
794      this->shieldCur = tmp;
795    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
796
797    updateShieldWidget();
798  }
799
800  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
801
802  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
803    tmp = this->electronicCur + this->electronicRegen * time;
804    if ( tmp > electronicMax)
805      this->electronicCur = this->electronicMax;
806    else
807      this->electronicCur = tmp;
808
809    updateElectronicWidget();
810  }
811
812}
813
814
815/**
816 * Weapon regeneration
817 * does not use any reactor capacity, as it wouldn't work in a consistent way.
818 */
819void SpaceShip::weaponRegen(float time)
820{
821  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
822  Weapon* weapon;
823  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
824  {
825    weapon = this->weaponMan.getWeapon(i);
826    if( weapon != NULL && weapon->isActive())
827    {
828      weapon->increaseEnergy( energy);
829    }
830
831  }
832  // weaponMan.increaseAmmunition( weapon, energy);
833}
834
835
836void SpaceShip::enterPlaymode(Playable::Playmode playmode)
837{
838  switch(playmode)
839  {
840    case Playable::Full3D:
841      /*
842      if (State::getCameraNode != NULL)
843      {
844        Vector absCoor = this->getAbsCoor();
845        this->setParent(PNode::getNullParent());
846        this->setAbsCoor(absCoor);
847        State::getCameraNode()->setParentSoft(&this->cameraNode);
848        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
849        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
850        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
851
852      }
853      */
854      //break;
855
856      break;
857    case Playable::Horizontal:
858      if (State::getCameraNode != NULL)
859      {
860        this->debugNode(1);
861        this->travelNode->debugNode(1);
862
863        this->travelNode->setAbsCoor(this->getAbsCoor());
864        this->travelNode->updateNode(0.01f);
865
866        this->isTravelDistanceInit = false;
867
868        if(this->entityTrack)
869           this->travelNode->setParent(this->entityTrack->getTrackNode());
870
871        this->setParent(this->travelNode);
872        this->setRelCoor(0,0,0);
873
874        State::getCameraNode()->setParentSoft(this->travelNode);
875        //State::getCameraNode()->setParentSoft(this);
876        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
877        State::getCameraTargetNode()->setParentSoft(this->travelNode);
878        //State::getCameraTargetNode()->setParentSoft(this);
879        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
880        this->setCameraMode(Camera::ViewTop);
881        State::getCamera()->setEventHandling(false);
882        registerEvent(KeyMapper::PEV_VIEW0);
883        registerEvent(KeyMapper::PEV_VIEW1);
884        registerEvent(KeyMapper::PEV_VIEW2);
885        registerEvent(KeyMapper::PEV_VIEW3);
886        registerEvent(KeyMapper::PEV_VIEW4);
887        registerEvent(KeyMapper::PEV_VIEW5);
888
889        State::getCamera()->setParentMode(PNODE_ALL);
890
891        //this->updateTravelDistance();
892
893        this->debugNode(1);
894        this->travelNode->debugNode(1);
895      }
896      break;
897
898    default:
899      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
900  }
901}
902
903/**
904 * @brief calculate the velocity
905 * @param time the timeslice since the last frame
906*/
907
908void SpaceShip::movement (float dt)
909{
910  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
911  //the ship doesn't slide too much.
912  float airCoeff = 2.5;
913  float pi = 3.14;
914
915  switch(this->getPlaymode())
916  {
917    case Playable::Horizontal:
918    {
919      // these routines will change the travel movement into zero in a short amout of time, if the player
920      // doesn't press any buttons.
921      if (this->travelVelocity.x >= 0)
922      {
923        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
924          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
925        else
926          this->travelVelocity.x = 0;
927      }
928      else
929      {
930        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
931          this->travelVelocity.x += airCoeff* this->acceleration * dt;
932        else
933          this->travelVelocity.x = 0;
934      }
935      if (this->travelVelocity.z >= 0)
936      {
937        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
938          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
939        else
940          this->travelVelocity.z = 0;
941      }
942      else
943      {
944        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
945          this->travelVelocity.z += airCoeff* this->acceleration * dt;
946        else
947          this->travelVelocity.z = 0;
948      }
949
950      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
951      // and its continuing to slide a bit.
952      Vector oldCoor = this->getRelCoor();
953      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
954      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
955      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
956      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
957
958      if( this->systemFailure() )
959        bForward = bBackward = bLeft = bRight = false;
960
961      if( this->bForward )
962      {
963        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
964        if(this->getRelCoor().x < this->travelDistancePlus.x)
965        {
966          if (this->travelVelocity.x < this->travelSpeed)
967          {
968            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
969          }
970          else
971          {
972            this->travelVelocity.x = this->travelSpeed;
973          }
974        }
975        else
976        {
977          this->travelVelocity.x = 0.0f;
978        }
979      }
980
981      if( this->bBackward )
982      {
983        if(this->getRelCoor().x > this->travelDistanceMinus.x)
984        {
985          if (this->travelVelocity.x > -this->travelSpeed)
986          {
987            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
988          }
989          else
990          {
991            this->travelVelocity.x = -this->travelSpeed;
992          }
993        }
994        else
995        {
996          this->travelVelocity.x = 0.0f;
997        }
998      }
999
1000      if( this->bLeft)
1001      {
1002        if(this->getRelCoor().z > this->travelDistanceMinus.y)
1003        {
1004          if (this->travelVelocity.z > -this->travelSpeed)
1005          {
1006            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
1007          }
1008          else
1009          {
1010            this->travelVelocity.z = -this->travelSpeed;
1011          }
1012        }
1013        else
1014        {
1015          this->travelVelocity.z = 0.0f;
1016        }
1017        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
1018      }
1019
1020      if( this->bRight)
1021      {
1022        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
1023        if(this->getRelCoor().z < this->travelDistancePlus.y)
1024        {
1025          if (this->travelVelocity.z < this->travelSpeed)
1026          {
1027            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
1028          }
1029          else
1030          {
1031            this->travelVelocity.z = this->travelSpeed;
1032          }
1033        }
1034        else
1035        {
1036          this->travelVelocity.z = 0.0f;
1037        }
1038        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
1039      }
1040      if (!this->bRight && !this->bLeft)
1041      {
1042        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
1043      }
1044
1045    //normalisation of the vectors (vector sum must be <= travelspeed)
1046    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
1047    if (xzNorm > this->travelSpeed)
1048    {
1049      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
1050      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
1051    }
1052
1053    //this moves camera and ship along the travel path.
1054    if(!this->entityTrack)
1055       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
1056
1057    break;
1058    }
1059    case Playable::Vertical:
1060      break;
1061    default:
1062      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
1063  }
1064   //set new coordinates calculated through key- events.
1065  this->shiftCoor (this->travelVelocity * dt);
1066}
1067
1068void SpaceShip::setPlaymodeXML(const std::string& playmode)
1069{
1070  this->setPlaymode(Playable::stringToPlaymode(playmode));
1071}
1072
1073/**
1074 * @brief jumps to the next WeaponConfiguration
1075 */
1076void SpaceShip::nextWeaponConfig()
1077{
1078  PRINTF(0)("Requested next weapon config!\n");
1079  this->weaponMan.nextWeaponConfig();
1080  Playable::weaponConfigChanged();
1081}
1082
1083/**
1084 * @brief moves to the last WeaponConfiguration
1085 */
1086void SpaceShip::previousWeaponConfig()
1087{
1088  /*
1089  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
1090  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1091  */
1092  this->weaponMan.previousWeaponConfig();
1093  Playable::weaponConfigChanged();
1094}
1095
1096void SpaceShip::hit( float damage, WorldEntity* killer)
1097{
1098  this->damage(killer->getDamage(),0);
1099}
1100
1101void SpaceShip::updateElectronicWidget()
1102{
1103  if (this->electronicWidget != NULL)
1104  { //if it exists already: update it
1105     this->electronicWidget->setMaximum(this->electronicMax);
1106     this->electronicWidget->setValue(this->electronicCur);
1107  }
1108  else
1109  { //create the widget
1110    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1111    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1112    //this->electronicWidget->setDisplayedName("Electronics:");
1113    //this->electronicWidget->setSize2D(100,20);
1114    //this->electronicWidget->setAbsCoor2D(150,200);
1115    this->updateElectronicWidget();
1116    if (this->hasPlayer())
1117      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1118  }
1119}
1120
1121void SpaceShip::updateShieldWidget()
1122{
1123  if (this->shieldWidget != NULL)
1124  {
1125    this->shieldWidget->setMaximum(this->shieldMax);
1126    this->shieldWidget->setValue(this->shieldCur);;
1127  }
1128  else
1129  {
1130    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1131    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1132    //this->shieldWidget->setDisplayedName("Shield:");
1133    //his->shieldWidget->setSize2D(100,20);
1134    //this->shieldWidget->setAbsCoor2D(200,200);
1135    this->updateShieldWidget();
1136    if (this->hasPlayer())
1137      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1138  }
1139}
1140
1141void SpaceShip::setCameraDistance(float dist)
1142{
1143  Camera* c = State::getCamera();
1144  c->setViewTopDistance(dist);
1145
1146  if (this->hasPlayer())
1147    this->isTravelDistanceInit = false;
1148}
1149
1150void SpaceShip::setCameraFovy(float fovy)
1151{
1152
1153  Camera* c = State::getCamera();
1154  c->setViewTopFovy(fovy);
1155
1156  if (this->hasPlayer())
1157    this->isTravelDistanceInit = false;
1158}
1159
1160void SpaceShip::updateTravelDistance()
1161{
1162
1163  Camera* c = State::getCamera();
1164
1165  float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0);
1166  float y = x / c->getAspectRatio() / this->actionWidthPercentage;
1167  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1168
1169
1170  //State::getCamera()->getAbsCoor().print();
1171  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1172
1173  //printf("x: %f, y: %f \n", x, y);
1174  this->travelDistancePlus = Vector2D(y, x);
1175  this->travelDistanceMinus = Vector2D(-y, -x);
1176
1177  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1178  PRINTF(0)("TravelDistance has been updated\n");
1179  this->isTravelDistanceInit = true;
1180}
1181
1182void SpaceShip::setActionWidthPercentage(int i)
1183{
1184  if (i>100) i=100;
1185  if (i<0) i=0;
1186  this->actionWidthPercentage = i/100.0;
1187
1188  if (this->hasPlayer())
1189    this->isTravelDistanceInit = false;
1190};
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