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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 7120

Last change on this file since 7120 was 7101, checked in by patrick, 19 years ago

spaceship collides with arena

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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 "objModel.h"
23#include "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "dot_emitter.h"
31#include "sprite_particles.h"
32
33#include "factory.h"
34#include "key_mapper.h"
35#include "event_handler.h"
36
37#include "network_game_manager.h"
38
39#include "power_ups/weapon_power_up.h"
40#include "power_ups/param_power_up.h"
41
42#include "graphics_engine.h"
43
44#include "plane.h"
45
46#include "state.h"
47#include "player.h"
48
49#include "load_param.h"
50
51
52// #include "lib/gui/gl_gui/glgui_bar.h"
53// #include "lib/gui/gl_gui/glgui_pushbutton.h"
54
55
56using namespace std;
57
58CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
59
60
61/**
62 *  destructs the spaceship, deletes alocated memory
63 */
64SpaceShip::~SpaceShip ()
65{
66  this->setPlayer(NULL);
67}
68
69/**
70 * loads a Spaceships information from a specified file.
71 * @param fileName the name of the File to load the spaceship from (absolute path)
72 */
73SpaceShip::SpaceShip(const char* fileName)
74{
75  this->init();
76  TiXmlDocument doc(fileName);
77
78  if(!doc.LoadFile())
79  {
80    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
81    return;
82  }
83
84  this->loadParams(doc.RootElement());
85}
86
87/**
88 *  creates a new Spaceship from Xml Data
89 * @param root the xml element containing spaceship data
90
91   @todo add more parameters to load
92*/
93SpaceShip::SpaceShip(const TiXmlElement* root)
94{
95  this->init();
96  if (root != NULL)
97    this->loadParams(root);
98  else
99  {
100    //this->loadModel("models/ships/reap_#.obj");
101    //TODO HACK this is only for network multiplayer games.
102    if( this->getOwner()%2 == 0)
103    {
104      this->loadModel("models/ships/reap_#.obj");
105      this->toList(OM_GROUP_00);
106    }
107    else
108    {
109      this->loadModel( "models/ships/fighter.obj" );
110      this->toList(OM_GROUP_01);
111    }
112  }
113
114}
115
116
117/**
118 * initializes a Spaceship
119 */
120void SpaceShip::init()
121{
122//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
123  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
124
125  PRINTF(4)("SPACESHIP INIT\n");
126
127  //weapons:
128  Weapon* wpRight = new TestGun(0);
129  wpRight->setName("testGun Right");
130  Weapon* wpLeft = new TestGun(1);
131  wpLeft->setName("testGun Left");
132  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
133
134  //cannon->setName("BFG");
135
136  this->addWeapon(wpLeft, 1, 0);
137  this->addWeapon(wpRight,1 ,1);
138  //this->addWeapon(cannon, 0, 6);
139
140  this->getWeaponManager()->changeWeaponConfig(1);
141
142  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
143
144  xMouse = yMouse = 0;
145  yInvert = 1;
146  mouseSensitivity = 0.001;
147  airViscosity = 0.05;
148  controlVelocityX = 25;
149  controlVelocityY = 150;
150  shipInertia = 1.5;
151//  cycle = 0.0;
152
153  this->setHealthMax(100);
154  this->setHealth(80);
155
156  travelSpeed = 0.0;
157  acceleration = 3;
158  this->velocity = this->getAbsDirX()*travelSpeed;
159  this->mouseDir = this->getAbsDir();
160  this->pitchDir = this->getAbsDir();
161
162//   GLGuiButton* button = new GLGuiPushButton();
163//    button->show();
164//    button->setLabel("orxonox");
165//    button->setBindNode(this);
166//     GLGuiBar* bar = new GLGuiBar();
167//     bar->show();
168//     bar->setValue(7.0);
169//     bar->setMaximum(10);
170//     bar->setSize2D( 20, 100);
171//     bar->setAbsCoor2D( 10, 200);
172
173  //add events to the eventlist
174  registerEvent(KeyMapper::PEV_FORWARD);
175  registerEvent(KeyMapper::PEV_BACKWARD);
176  registerEvent(KeyMapper::PEV_LEFT);
177  registerEvent(KeyMapper::PEV_RIGHT);
178  //registerEvent(SDLK_q);
179  //registerEvent(SDLK_e);
180  registerEvent(KeyMapper::PEV_FIRE1);
181  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
182  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
183  //registerEvent(SDLK_PAGEUP);
184  //registerEvent(SDLK_PAGEDOWN);
185  registerEvent(EV_MOUSE_MOTION);
186
187  this->getWeaponManager()->setSlotCount(7);
188
189  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
190  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
191
192  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
193  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
194
195  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
196  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
197
198  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
199  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
200
201  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
202  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
203
204  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
205  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
206//
207   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
208   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
209   //
210//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
211//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
212//
213//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
214//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
215
216  this->getWeaponManager()->getFixedTarget()->setParent(this);
217  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
218
219  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
220
221  this->burstEmitter = new DotEmitter(200, 0.0, .01);
222  this->burstEmitter->setParent(this);
223  this->burstEmitter->setRelCoor(-1, .5, 0);
224  this->burstEmitter->setName("SpaceShip_Burst_emitter");
225
226  this->burstSystem = new SpriteParticles(1000);
227  this->burstSystem->addEmitter(this->burstEmitter);
228  this->burstSystem->setName("SpaceShip_Burst_System");
229  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
230  this->burstSystem->setLifeSpan(1.0, .3);
231  this->burstSystem->setRadius(0.0, 1.0);
232  this->burstSystem->setRadius(0.05, 1.0);
233  this->burstSystem->setRadius(.5, .8);
234  this->burstSystem->setRadius(1.0, 0);
235  this->burstSystem->setColor(0.0, .7,.7,1,.7);
236  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
237  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
238  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
239
240}
241
242
243/**
244 * loads the Settings of a SpaceShip from an XML-element.
245 * @param root the XML-element to load the Spaceship's properties from
246 */
247void SpaceShip::loadParams(const TiXmlElement* root)
248{
249  Playable::loadParams(root);
250}
251
252void SpaceShip::setAbsDirPlay(const Quaternion& quat)
253{
254  this->mouseDir = quat;
255}
256
257
258void SpaceShip::reset()
259{
260  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
261
262  xMouse = yMouse = 0;
263
264  this->setHealth(80);
265  this->velocity = Vector(0.0, 0.0, 0.0);
266}
267
268
269void SpaceShip::enter()
270{
271  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
272  this->attachCamera();
273}
274
275void SpaceShip::leave()
276{
277  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
278  this->detachCamera();
279}
280
281
282/**
283 *  effect that occurs after the SpaceShip is spawned
284*/
285void SpaceShip::postSpawn ()
286{
287  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
288}
289
290/**
291 *  the action occuring if the spaceship left the game
292*/
293void SpaceShip::leftWorld ()
294{}
295
296WorldEntity* ref = NULL;
297/**
298 *  this function is called, when two entities collide
299 * @param entity: the world entity with whom it collides
300 *
301 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
302 */
303void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
304{
305  Playable::collidesWith(entity, location);
306
307  if( entity->isA(CL_PROJECTILE) && entity != ref)
308  {
309    if ( isServer() )
310    {
311      networkCollisionList.push_back( entity->getHealth() );
312      doCollideNetwork( entity->getHealth() );
313    }
314  }
315//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
316}
317
318/**
319 *  draws the spaceship after transforming it.
320*/
321void SpaceShip::draw () const
322{
323  WorldEntity::draw();
324  this->getWeaponManager()->draw();
325
326  //this->debug(0);
327}
328
329/**
330 *  the function called for each passing timeSnap
331 * @param time The timespan passed since last update
332*/
333void SpaceShip::tick (float time)
334{
335  Playable::tick(time);
336
337  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
338   {
339    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
340    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
341    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
342    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
343
344    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
345
346    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
347    xMouse = yMouse = 0;
348   }
349
350
351//   if( this != State::getPlayer()->getControllable())
352//     return;
353
354  // spaceship controlled movement
355  if (this->getOwner() == this->getHostID())
356    this->calculateVelocity(time);
357
358
359  Vector move = velocity*time;
360
361  //orient the velocity in the direction of the spaceship.
362  travelSpeed = velocity.len();
363  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
364  velocity = (velocity.getNormalized())*travelSpeed;
365  this->burstEmitter->setEmissionRate(travelSpeed);
366  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
367
368  //orient the spaceship in direction of the mouse
369   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
370   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
371    this->setAbsDir( rotQuat);
372   //this->setAbsDirSoft(mouseDir,5);
373
374  // this is the air friction (necessary for a smooth control)
375  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
376  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
377
378  //other physics (gravity)
379  //if(travelSpeed < 120)
380  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
381
382  //hoover effect
383  //cycle += time;
384  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
385
386  //readjust
387  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
388  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
389
390  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
391
392  this->shiftCoor(move);
393
394
395}
396
397/**
398 *  calculate the velocity
399 * @param time the timeslice since the last frame
400*/
401void SpaceShip::calculateVelocity (float time)
402{
403  Vector accel(0.0, 0.0, 0.0);
404  /*
405  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
406  */
407  //float rotVal = 0.0;
408  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
409  /* calculate the direction in which the craft is heading  */
410
411  //Plane plane(Vector(0,1,0), Vector(0,0,0));
412
413  if( this->bUp )
414   {
415     //this->shiftCoor(this->getAbsDirX());
416      //accel += (this->getAbsDirX())*2;
417      accel += (this->getAbsDirX())*acceleration;
418
419   }
420
421  if( this->bDown )
422   {
423     //this->shiftCoor((this->getAbsDirX())*-1);
424     //accel -= (this->getAbsDirX())*2;
425    //if(velocity.len() > 50)
426     accel -= (this->getAbsDirX())*0.5*acceleration;
427
428
429
430   }
431
432  if( this->bLeft/* > -this->getRelCoor().z*2*/)
433  {
434    this->shiftDir(Quaternion(time, Vector(0,1,0)));
435//    accel -= rightDirection;
436    //velocityDir.normalize();
437    //rot +=Vector(1,0,0);
438    //rotVal -= .4;
439  }
440  if( this->bRight /* > this->getRelCoor().z*2*/)
441  {
442    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
443
444    //    accel += rightDirection;
445    //velocityDir.normalize();
446    //rot += Vector(1,0,0);
447    //rotVal += .4;
448  }
449
450
451  if( this->bRollL /* > -this->getRelCoor().z*2*/)
452  {
453    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
454//    accel -= rightDirection;
455    //velocityDir.normalize();
456    //rot +=Vector(1,0,0);
457    //rotVal -= .4;
458  }
459  if( this->bRollR /* > this->getRelCoor().z*2*/)
460  {
461    mouseDir *= Quaternion(time*2, Vector(1,0,0));
462
463    //    accel += rightDirection;
464    //velocityDir.normalize();
465    //rot += Vector(1,0,0);
466    //rotVal += .4;
467  }
468  if (this->bAscend )
469  {
470    this->shiftDir(Quaternion(time, Vector(0,0,1)));
471
472//    accel += upDirection;
473    //velocityDir.normalize();
474    //rot += Vector(0,0,1);
475    //rotVal += .4;
476  }
477  if (this->bDescend )
478  {
479    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
480
481    //    accel -= upDirection;
482    //velocityDir.normalize();
483    //rot += Vector(0,0,1);
484    //rotVal -= .4;
485  }
486
487  velocity += accel*time*10;
488  //rot.normalize();
489  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
490}
491
492/**
493 * @todo switch statement ??
494 */
495void SpaceShip::process(const Event &event)
496{
497  Playable::process(event);
498
499  if( event.type == KeyMapper::PEV_LEFT)
500      this->bRollL = event.bPressed;
501  else if( event.type == KeyMapper::PEV_RIGHT)
502      this->bRollR = event.bPressed;
503  else if( event.type == KeyMapper::PEV_FORWARD)
504    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
505  else if( event.type == KeyMapper::PEV_BACKWARD)
506    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
507  else if( event.type == EV_MOUSE_MOTION)
508  {
509    this->xMouse += event.xRel;
510    this->yMouse += event.yRel;
511  }
512}
513
514
515#define MASK_bUp         1
516#define MASK_bDown       2
517#define MASK_bLeft       4
518#define MASK_bRight      8
519#define MASK_bAscend    16
520#define MASK_bDescend   32
521#define MASK_bRollL     64
522#define MASK_bRollR    128
523
524#define DATA_state       1
525#define DATA_flags       2
526#define DATA_mouse       3
527#define DATA_sync        4
528#define DATA_velocity    5
529#define DATA_playables   6
530#define DATA_collision   7
531
532int SpaceShip::writeBytes( const byte * data, int length, int sender )
533{
534  SYNCHELP_READ_BEGIN();
535
536  byte b;
537
538  while ( SYNCHELP_READ_REMAINING()>0 )
539  {
540    SYNCHELP_READ_BYTE( b, NWT_SS_B );
541
542    if ( b == DATA_state )
543    {
544      setRequestedSync( false );
545      setIsOutOfSync( false );
546      SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_SS_WE_STATE );
547
548      continue;
549    }
550
551    if ( b == DATA_flags )
552    {
553      if ( this->getOwner() != this->getHostID() )
554      {
555        byte flags = 0;
556        SYNCHELP_READ_BYTE( flags, NWT_SS_FLAGS );
557
558        bUp = (flags & MASK_bUp) != 0;
559        bDown = (flags & MASK_bDown) != 0;
560        bLeft = (flags & MASK_bLeft) != 0;
561        bRight = (flags & MASK_bRight) != 0;
562        bAscend = (flags & MASK_bAscend) != 0;
563        bDescend = (flags & MASK_bDescend) != 0;
564        bRollL = (flags & MASK_bRollL) != 0;
565        bRollR = (flags & MASK_bRollR) != 0;
566
567      }
568      else
569        assert(false);
570
571      continue;
572    }
573
574    if ( b == DATA_mouse )
575    {
576      if ( this->getOwner() != this->getHostID() )
577      {
578        SYNCHELP_READ_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
579        SYNCHELP_READ_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
580        SYNCHELP_READ_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
581        SYNCHELP_READ_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
582      }
583      else
584        assert(false);
585
586      continue;
587    }
588
589    if ( b == DATA_sync )
590    {
591      if ( this->getOwner() != this->getHostID() )
592      {
593        SYNCHELP_READ_FKT( PNode::writeSync, NWT_SS_PN_SYNC );
594      }
595      else
596        assert(false);
597
598      continue;
599    }
600
601    if ( b == DATA_velocity )
602    {
603      if ( this->getOwner() != this->getHostID() )
604      {
605        SYNCHELP_READ_FLOAT( velocity.x, NWT_SS_VELX );
606        SYNCHELP_READ_FLOAT( velocity.y, NWT_SS_VELY );
607        SYNCHELP_READ_FLOAT( velocity.z, NWT_SS_VELZ );
608      }
609      else
610        assert(false);
611
612      continue;
613    }
614
615    if ( b == DATA_playables )
616    {
617      if ( this->getOwner() != this->getHostID() )
618      {
619        SYNCHELP_READ_FKT( Playable::writeSync, NWT_SS_PL_SYNC );
620      }
621      else
622        assert(false);
623    }
624
625    if ( b == DATA_collision )
626    {
627      int n;
628      float energy;
629      SYNCHELP_READ_INT( n, NWT_SS_CO_N );
630
631      for ( int i = 0; i<n; i++ )
632      {
633        SYNCHELP_READ_FLOAT( energy, NWT_SS_CO_CLID );
634        doCollideNetwork( energy );
635      }
636    }
637  }
638
639  return SYNCHELP_READ_N;
640}
641
642
643
644int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
645{
646  SYNCHELP_WRITE_BEGIN();
647
648  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
649  {
650    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
651    setRequestedSync( true );
652    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
653  }
654
655  int rec = this->getRequestSync();
656  if ( rec > 0 )
657  {
658    *reciever = rec;
659
660    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
661
662    SYNCHELP_WRITE_BYTE( (byte)DATA_state, NWT_SS_B );
663
664    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_SS_WE_STATE );
665
666    return SYNCHELP_WRITE_N;
667  }
668
669  *reciever = 0 - this->getOwner();
670  //TODO: implement with SYNCHELP_WRITE_SENT()
671  bool sentSomething = false;
672
673  if ( PNode::needsReadSync() && ( this->getHostID()==0 || this->getOwner() == this->getHostID() ) )
674  {
675    PRINTF(0)("sending PNode::readSync\n");
676    SYNCHELP_WRITE_BYTE( DATA_sync, NWT_SS_B );
677    SYNCHELP_WRITE_FKT( PNode::readSync, NWT_SS_PN_SYNC );
678    sentSomething = true;
679  }
680
681  if ( this->getHostID()==0 || this->getHostID()==this->getOwner() )
682  {
683    byte mask = 0;
684
685    if ( bUp )
686      mask |= MASK_bUp;
687    if ( bDown )
688      mask |= MASK_bDown;
689    if ( bLeft )
690      mask |= MASK_bLeft;
691    if ( bRight )
692      mask |= MASK_bRight;
693    if ( bAscend )
694      mask |= MASK_bAscend;
695    if ( bRollL )
696      mask |= MASK_bRollL;
697    if ( bRollR )
698      mask |= MASK_bRollR;
699
700
701    if ( mask != oldMask )
702    {
703      oldMask = mask;
704      PRINTF(0)("sending mask\n");
705      sentSomething = true;
706      SYNCHELP_WRITE_BYTE( DATA_flags, NWT_SS_B );
707      SYNCHELP_WRITE_BYTE( mask, NWT_SS_FLAGS );
708    }
709#define __OFFSET_MDIR_W 0.01
710#define __OFFSET_MDIR_V 0.01
711    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_MDIR_W ||
712         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_MDIR_V ||
713         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_MDIR_V ||
714         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_MDIR_V )
715    {
716      oldMouseDir = mouseDir;
717
718      SYNCHELP_WRITE_BYTE( DATA_mouse, NWT_SS_B );
719      PRINTF(0)("SENDING mousedir\n");
720      sentSomething = true;
721      SYNCHELP_WRITE_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
722      SYNCHELP_WRITE_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
723      SYNCHELP_WRITE_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
724      SYNCHELP_WRITE_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
725    }
726#define __OFFSET_VEL 0.05
727    if ( fabs( oldVelocity.x - velocity.x ) > __OFFSET_VEL*fabs(oldVelocity.x)+0.1 ||
728         fabs( oldVelocity.y - velocity.y ) > __OFFSET_VEL*fabs(oldVelocity.y)+0.1 ||
729         fabs( oldVelocity.z - velocity.z ) > __OFFSET_VEL*fabs(oldVelocity.z)+0.1 )
730    {
731      oldVelocity.x = velocity.x;
732      oldVelocity.y = velocity.y;
733      oldVelocity.z = velocity.z;
734      PRINTF(0)("SENDING velocity\n");
735      sentSomething = true;
736      SYNCHELP_WRITE_BYTE( DATA_velocity, NWT_SS_B );
737      SYNCHELP_WRITE_FLOAT( velocity.x, NWT_SS_VELX );
738      SYNCHELP_WRITE_FLOAT( velocity.y, NWT_SS_VELY );
739      SYNCHELP_WRITE_FLOAT( velocity.z, NWT_SS_VELZ );
740    }
741
742    while ( Playable::needsReadSync() )
743    {
744      sentSomething = true;
745      PRINTF(0)("SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC )\n");
746      SYNCHELP_WRITE_BYTE( DATA_playables, NWT_SS_B );
747      SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC );
748    }
749
750  }
751
752  if ( !sentSomething )
753  {
754    *reciever = 0;
755
756    if ( networkCollisionList.size()>0 )
757    {
758      SYNCHELP_WRITE_BYTE( DATA_collision, NWT_SS_B );
759
760      SYNCHELP_WRITE_INT( networkCollisionList.size(), NWT_SS_CO_N );
761
762      for ( std::list<float>::iterator it = networkCollisionList.begin(); it!=networkCollisionList.end(); it++ )
763      {
764        SYNCHELP_WRITE_FLOAT( *it, NWT_SS_CO_CLID );
765      }
766
767      networkCollisionList.clear();
768    }
769  }
770
771  return SYNCHELP_WRITE_N;
772}
773
774
775void SpaceShip::doCollideNetwork( float energy )
776{
777  this->decreaseHealth( energy );
778  if( this->getHealth() <= 0)
779  {
780    this->die();
781  }
782}
783
784
785
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