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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 7238

Last change on this file since 7238 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 20.4 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/turret.h"
26#include "weapons/cannon.h"
27
28#include "dot_emitter.h"
29#include "sprite_particles.h"
30
31#include "util/loading/factory.h"
32#include "key_mapper.h"
33#include "event_handler.h"
34
35#include "network_game_manager.h"
36
37#include "power_ups/weapon_power_up.h"
38#include "power_ups/param_power_up.h"
39
40#include "graphics_engine.h"
41
42#include "plane.h"
43
44#include "state.h"
45#include "player.h"
46
47#include "util/loading/load_param.h"
48
49
50// #include "lib/gui/gl_gui/glgui_bar.h"
51// #include "lib/gui/gl_gui/glgui_pushbutton.h"
52
53
54using namespace std;
55
56CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
57
58
59/**
60 *  destructs the spaceship, deletes alocated memory
61 */
62SpaceShip::~SpaceShip ()
63{
64  this->setPlayer(NULL);
65}
66
67/**
68 * loads a Spaceships information from a specified file.
69 * @param fileName the name of the File to load the spaceship from (absolute path)
70 */
71SpaceShip::SpaceShip(const std::string& fileName)
72{
73  this->init();
74  TiXmlDocument doc(fileName);
75
76  if(!doc.LoadFile())
77  {
78    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
79    return;
80  }
81
82  this->loadParams(doc.RootElement());
83}
84
85/**
86 *  creates a new Spaceship from Xml Data
87 * @param root the xml element containing spaceship data
88
89   @todo add more parameters to load
90*/
91SpaceShip::SpaceShip(const TiXmlElement* root)
92{
93  this->init();
94  if (root != NULL)
95    this->loadParams(root);
96  else
97  {
98    //this->loadModel("models/ships/reap_#.obj");
99    //TODO HACK this is only for network multiplayer games.
100    if( this->getOwner()%2 == 0)
101    {
102      this->loadModel("models/ships/reap_#.obj");
103      this->toList(OM_GROUP_00);
104    }
105    else
106    {
107      this->loadModel( "models/ships/fighter.obj" );
108      this->toList(OM_GROUP_01);
109    }
110  }
111
112}
113
114
115/**
116 * initializes a Spaceship
117 */
118void SpaceShip::init()
119{
120//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
121  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
122
123  PRINTF(4)("SPACESHIP INIT\n");
124
125  //weapons:
126  Weapon* wpRight = new TestGun(0);
127  wpRight->setName("testGun Right");
128  Weapon* wpLeft = new TestGun(1);
129  wpLeft->setName("testGun Left");
130  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
131
132  //cannon->setName("BFG");
133
134  this->addWeapon(wpLeft, 1, 0);
135  this->addWeapon(wpRight,1 ,1);
136  //this->addWeapon(cannon, 0, 6);
137
138  this->getWeaponManager()->changeWeaponConfig(1);
139
140  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
141
142  xMouse = yMouse = 0;
143  yInvert = 1;
144  mouseSensitivity = 0.001;
145  airViscosity = 0.9;
146  controlVelocityX = 25;
147  controlVelocityY = 150;
148  shipInertia = 1.5;
149//  cycle = 0.0;
150
151  this->setHealthMax(100);
152  this->setHealth(80);
153
154  travelSpeed = 0.0;
155  acceleration = 3;
156  this->velocity = this->getAbsDirX()*travelSpeed;
157  this->mouseDir = this->getAbsDir();
158  this->pitchDir = this->getAbsDir();
159
160//   GLGuiButton* button = new GLGuiPushButton();
161//    button->show();
162//    button->setLabel("orxonox");
163//    button->setBindNode(this);
164//     GLGuiBar* bar = new GLGuiBar();
165//     bar->show();
166//     bar->setValue(7.0);
167//     bar->setMaximum(10);
168//     bar->setSize2D( 20, 100);
169//     bar->setAbsCoor2D( 10, 200);
170
171  //add events to the eventlist
172  registerEvent(KeyMapper::PEV_FORWARD);
173  registerEvent(KeyMapper::PEV_BACKWARD);
174  registerEvent(KeyMapper::PEV_LEFT);
175  registerEvent(KeyMapper::PEV_RIGHT);
176  //registerEvent(SDLK_q);
177  //registerEvent(SDLK_e);
178  registerEvent(KeyMapper::PEV_FIRE1);
179  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
180  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
181  //registerEvent(SDLK_PAGEUP);
182  //registerEvent(SDLK_PAGEDOWN);
183  registerEvent(EV_MOUSE_MOTION);
184
185  this->getWeaponManager()->setSlotCount(7);
186
187  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
188  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
189
190  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
191  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
192
193  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
194  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
195
196  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
197  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
198
199  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
200  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
201
202  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
203  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
204//
205   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
206   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
207   //
208//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
209//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
210//
211//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
212//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
213
214  this->getWeaponManager()->getFixedTarget()->setParent(this);
215  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
216
217  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
218
219  this->burstEmitter = new DotEmitter(200, 0.0, .01);
220  this->burstEmitter->setParent(this);
221  this->burstEmitter->setRelCoor(-1, .5, 0);
222  this->burstEmitter->setName("SpaceShip_Burst_emitter");
223
224  this->burstSystem = new SpriteParticles(1000);
225  this->burstSystem->addEmitter(this->burstEmitter);
226  this->burstSystem->setName("SpaceShip_Burst_System");
227  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
228  this->burstSystem->setLifeSpan(1.0, .3);
229  this->burstSystem->setRadius(0.0, 1.0);
230  this->burstSystem->setRadius(0.05, 1.0);
231  this->burstSystem->setRadius(.5, .8);
232  this->burstSystem->setRadius(1.0, 0);
233  this->burstSystem->setColor(0.0, .7,.7,1,.7);
234  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
235  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
236  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
237
238}
239
240
241/**
242 * loads the Settings of a SpaceShip from an XML-element.
243 * @param root the XML-element to load the Spaceship's properties from
244 */
245void SpaceShip::loadParams(const TiXmlElement* root)
246{
247  Playable::loadParams(root);
248}
249
250void SpaceShip::setAbsDirPlay(const Quaternion& quat)
251{
252  this->mouseDir = quat;
253}
254
255
256void SpaceShip::reset()
257{
258  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
259
260  xMouse = yMouse = 0;
261
262  this->setHealth(80);
263  this->velocity = Vector(0.0, 0.0, 0.0);
264}
265
266
267void SpaceShip::enter()
268{
269  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
270  this->attachCamera();
271}
272
273void SpaceShip::leave()
274{
275  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
276  this->detachCamera();
277}
278
279
280/**
281 *  effect that occurs after the SpaceShip is spawned
282*/
283void SpaceShip::postSpawn ()
284{
285  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
286}
287
288/**
289 *  the action occuring if the spaceship left the game
290*/
291void SpaceShip::leftWorld ()
292{}
293
294WorldEntity* ref = NULL;
295/**
296 *  this function is called, when two entities collide
297 * @param entity: the world entity with whom it collides
298 *
299 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
300 */
301void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
302{
303  Playable::collidesWith(entity, location);
304
305  if( entity->isA(CL_PROJECTILE) && entity != ref)
306  {
307    if ( isServer() )
308    {
309      networkCollisionList.push_back( entity->getHealth() );
310      doCollideNetwork( entity->getHealth() );
311    }
312  }
313//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
314}
315
316/**
317 *  draws the spaceship after transforming it.
318*/
319void SpaceShip::draw () const
320{
321  WorldEntity::draw();
322  this->getWeaponManager()->draw();
323
324  //this->debug(0);
325}
326
327/**
328 *  the function called for each passing timeSnap
329 * @param time The timespan passed since last update
330*/
331void SpaceShip::tick (float time)
332{
333  Playable::tick(time);
334
335  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
336   {
337    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
338    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
339    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
340    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
341
342    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
343
344    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
345    xMouse = yMouse = 0;
346   }
347
348
349//   if( this != State::getPlayer()->getControllable())
350//     return;
351
352  // spaceship controlled movement
353  if (this->getOwner() == this->getHostID())
354    this->calculateVelocity(time);
355
356
357  Vector move = velocity*time;
358
359  //orient the velocity in the direction of the spaceship.
360  travelSpeed = velocity.len();
361  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
362  velocity = (velocity.getNormalized())*travelSpeed;
363  this->burstEmitter->setEmissionRate(travelSpeed);
364  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
365
366  //orient the spaceship in direction of the mouse
367   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
368   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
369    this->setAbsDir( rotQuat);
370   //this->setAbsDirSoft(mouseDir,5);
371
372  // this is the air friction (necessary for a smooth control)
373  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
374  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
375
376  //other physics (gravity)
377  //if(travelSpeed < 120)
378  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
379
380  //hoover effect
381  //cycle += time;
382  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
383
384  //readjust
385  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
386  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
387
388  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
389
390  this->shiftCoor(move);
391
392
393}
394
395/**
396 *  calculate the velocity
397 * @param time the timeslice since the last frame
398*/
399void SpaceShip::calculateVelocity (float time)
400{
401  Vector accel(0.0, 0.0, 0.0);
402  /*
403  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
404  */
405  //float rotVal = 0.0;
406  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
407  /* calculate the direction in which the craft is heading  */
408
409  //Plane plane(Vector(0,1,0), Vector(0,0,0));
410
411  if( this->bUp )
412   {
413     //this->shiftCoor(this->getAbsDirX());
414      //accel += (this->getAbsDirX())*2;
415      accel += (this->getAbsDirX())*acceleration;
416
417   }
418
419  if( this->bDown )
420   {
421     //this->shiftCoor((this->getAbsDirX())*-1);
422     //accel -= (this->getAbsDirX())*2;
423    //if(velocity.len() > 50)
424     accel -= (this->getAbsDirX())*0.5*acceleration;
425
426
427
428   }
429
430  if( this->bLeft/* > -this->getRelCoor().z*2*/)
431  {
432    this->shiftDir(Quaternion(time, Vector(0,1,0)));
433//    accel -= rightDirection;
434    //velocityDir.normalize();
435    //rot +=Vector(1,0,0);
436    //rotVal -= .4;
437  }
438  if( this->bRight /* > this->getRelCoor().z*2*/)
439  {
440    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
441
442    //    accel += rightDirection;
443    //velocityDir.normalize();
444    //rot += Vector(1,0,0);
445    //rotVal += .4;
446  }
447
448
449  if( this->bRollL /* > -this->getRelCoor().z*2*/)
450  {
451    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
452//    accel -= rightDirection;
453    //velocityDir.normalize();
454    //rot +=Vector(1,0,0);
455    //rotVal -= .4;
456  }
457  if( this->bRollR /* > this->getRelCoor().z*2*/)
458  {
459    mouseDir *= Quaternion(time*2, Vector(1,0,0));
460
461    //    accel += rightDirection;
462    //velocityDir.normalize();
463    //rot += Vector(1,0,0);
464    //rotVal += .4;
465  }
466  if (this->bAscend )
467  {
468    this->shiftDir(Quaternion(time, Vector(0,0,1)));
469
470//    accel += upDirection;
471    //velocityDir.normalize();
472    //rot += Vector(0,0,1);
473    //rotVal += .4;
474  }
475  if (this->bDescend )
476  {
477    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
478
479    //    accel -= upDirection;
480    //velocityDir.normalize();
481    //rot += Vector(0,0,1);
482    //rotVal -= .4;
483  }
484
485  velocity += accel*time*10;
486  //rot.normalize();
487  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
488}
489
490/**
491 * @todo switch statement ??
492 */
493void SpaceShip::process(const Event &event)
494{
495  Playable::process(event);
496
497  if( event.type == KeyMapper::PEV_LEFT)
498      this->bRollL = event.bPressed;
499  else if( event.type == KeyMapper::PEV_RIGHT)
500      this->bRollR = event.bPressed;
501  else if( event.type == KeyMapper::PEV_FORWARD)
502    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
503  else if( event.type == KeyMapper::PEV_BACKWARD)
504    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
505  else if( event.type == EV_MOUSE_MOTION)
506  {
507    this->xMouse += event.xRel;
508    this->yMouse += event.yRel;
509  }
510}
511
512
513#define MASK_bUp         1
514#define MASK_bDown       2
515#define MASK_bLeft       4
516#define MASK_bRight      8
517#define MASK_bAscend    16
518#define MASK_bDescend   32
519#define MASK_bRollL     64
520#define MASK_bRollR    128
521
522#define DATA_state       1
523#define DATA_flags       2
524#define DATA_mouse       3
525#define DATA_sync        4
526#define DATA_velocity    5
527#define DATA_playables   6
528#define DATA_collision   7
529
530int SpaceShip::writeBytes( const byte * data, int length, int sender )
531{
532  SYNCHELP_READ_BEGIN();
533
534  byte b;
535
536  while ( SYNCHELP_READ_REMAINING()>0 )
537  {
538    SYNCHELP_READ_BYTE( b, NWT_SS_B );
539
540    if ( b == DATA_state )
541    {
542      setRequestedSync( false );
543      setIsOutOfSync( false );
544      SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_SS_WE_STATE );
545
546      continue;
547    }
548
549    if ( b == DATA_flags )
550    {
551      if ( this->getOwner() != this->getHostID() )
552      {
553        byte flags = 0;
554        SYNCHELP_READ_BYTE( flags, NWT_SS_FLAGS );
555
556        bUp = (flags & MASK_bUp) != 0;
557        bDown = (flags & MASK_bDown) != 0;
558        bLeft = (flags & MASK_bLeft) != 0;
559        bRight = (flags & MASK_bRight) != 0;
560        bAscend = (flags & MASK_bAscend) != 0;
561        bDescend = (flags & MASK_bDescend) != 0;
562        bRollL = (flags & MASK_bRollL) != 0;
563        bRollR = (flags & MASK_bRollR) != 0;
564
565      }
566      else
567        assert(false);
568
569      continue;
570    }
571
572    if ( b == DATA_mouse )
573    {
574      if ( this->getOwner() != this->getHostID() )
575      {
576        SYNCHELP_READ_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
577        SYNCHELP_READ_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
578        SYNCHELP_READ_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
579        SYNCHELP_READ_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
580      }
581      else
582        assert(false);
583
584      continue;
585    }
586
587    if ( b == DATA_sync )
588    {
589      if ( this->getOwner() != this->getHostID() )
590      {
591        SYNCHELP_READ_FKT( PNode::writeSync, NWT_SS_PN_SYNC );
592      }
593      else
594        assert(false);
595
596      continue;
597    }
598
599    if ( b == DATA_velocity )
600    {
601      if ( this->getOwner() != this->getHostID() )
602      {
603        SYNCHELP_READ_FLOAT( velocity.x, NWT_SS_VELX );
604        SYNCHELP_READ_FLOAT( velocity.y, NWT_SS_VELY );
605        SYNCHELP_READ_FLOAT( velocity.z, NWT_SS_VELZ );
606      }
607      else
608        assert(false);
609
610      continue;
611    }
612
613    if ( b == DATA_playables )
614    {
615      if ( this->getOwner() != this->getHostID() )
616      {
617        SYNCHELP_READ_FKT( Playable::writeSync, NWT_SS_PL_SYNC );
618      }
619      else
620        assert(false);
621    }
622
623    if ( b == DATA_collision )
624    {
625      int n;
626      float energy;
627      SYNCHELP_READ_INT( n, NWT_SS_CO_N );
628
629      for ( int i = 0; i<n; i++ )
630      {
631        SYNCHELP_READ_FLOAT( energy, NWT_SS_CO_CLID );
632        doCollideNetwork( energy );
633      }
634    }
635  }
636
637  return SYNCHELP_READ_N;
638}
639
640
641
642int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
643{
644  SYNCHELP_WRITE_BEGIN();
645
646  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
647  {
648    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
649    setRequestedSync( true );
650    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
651  }
652
653  int rec = this->getRequestSync();
654  if ( rec > 0 )
655  {
656    *reciever = rec;
657
658    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
659
660    SYNCHELP_WRITE_BYTE( (byte)DATA_state, NWT_SS_B );
661
662    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_SS_WE_STATE );
663
664    return SYNCHELP_WRITE_N;
665  }
666
667  *reciever = 0 - this->getOwner();
668  //TODO: implement with SYNCHELP_WRITE_SENT()
669  bool sentSomething = false;
670
671  if ( PNode::needsReadSync() && ( this->getHostID()==0 || this->getOwner() == this->getHostID() ) )
672  {
673    PRINTF(0)("sending PNode::readSync\n");
674    SYNCHELP_WRITE_BYTE( DATA_sync, NWT_SS_B );
675    SYNCHELP_WRITE_FKT( PNode::readSync, NWT_SS_PN_SYNC );
676    sentSomething = true;
677  }
678
679  if ( this->getHostID()==0 || this->getHostID()==this->getOwner() )
680  {
681    byte mask = 0;
682
683    if ( bUp )
684      mask |= MASK_bUp;
685    if ( bDown )
686      mask |= MASK_bDown;
687    if ( bLeft )
688      mask |= MASK_bLeft;
689    if ( bRight )
690      mask |= MASK_bRight;
691    if ( bAscend )
692      mask |= MASK_bAscend;
693    if ( bRollL )
694      mask |= MASK_bRollL;
695    if ( bRollR )
696      mask |= MASK_bRollR;
697
698
699    if ( mask != oldMask )
700    {
701      oldMask = mask;
702      PRINTF(0)("sending mask\n");
703      sentSomething = true;
704      SYNCHELP_WRITE_BYTE( DATA_flags, NWT_SS_B );
705      SYNCHELP_WRITE_BYTE( mask, NWT_SS_FLAGS );
706    }
707#define __OFFSET_MDIR_W 0.01
708#define __OFFSET_MDIR_V 0.01
709    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_MDIR_W ||
710         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_MDIR_V ||
711         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_MDIR_V ||
712         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_MDIR_V )
713    {
714      oldMouseDir = mouseDir;
715
716      SYNCHELP_WRITE_BYTE( DATA_mouse, NWT_SS_B );
717      PRINTF(0)("SENDING mousedir\n");
718      sentSomething = true;
719      SYNCHELP_WRITE_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
720      SYNCHELP_WRITE_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
721      SYNCHELP_WRITE_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
722      SYNCHELP_WRITE_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
723    }
724#define __OFFSET_VEL 0.05
725    if ( fabs( oldVelocity.x - velocity.x ) > __OFFSET_VEL*fabs(oldVelocity.x)+0.1 ||
726         fabs( oldVelocity.y - velocity.y ) > __OFFSET_VEL*fabs(oldVelocity.y)+0.1 ||
727         fabs( oldVelocity.z - velocity.z ) > __OFFSET_VEL*fabs(oldVelocity.z)+0.1 )
728    {
729      oldVelocity.x = velocity.x;
730      oldVelocity.y = velocity.y;
731      oldVelocity.z = velocity.z;
732      PRINTF(0)("SENDING velocity\n");
733      sentSomething = true;
734      SYNCHELP_WRITE_BYTE( DATA_velocity, NWT_SS_B );
735      SYNCHELP_WRITE_FLOAT( velocity.x, NWT_SS_VELX );
736      SYNCHELP_WRITE_FLOAT( velocity.y, NWT_SS_VELY );
737      SYNCHELP_WRITE_FLOAT( velocity.z, NWT_SS_VELZ );
738    }
739
740    while ( Playable::needsReadSync() )
741    {
742      sentSomething = true;
743      PRINTF(0)("SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC )\n");
744      SYNCHELP_WRITE_BYTE( DATA_playables, NWT_SS_B );
745      SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC );
746    }
747
748  }
749
750  if ( !sentSomething )
751  {
752    *reciever = 0;
753
754    if ( networkCollisionList.size()>0 )
755    {
756      SYNCHELP_WRITE_BYTE( DATA_collision, NWT_SS_B );
757
758      SYNCHELP_WRITE_INT( networkCollisionList.size(), NWT_SS_CO_N );
759
760      for ( std::list<float>::iterator it = networkCollisionList.begin(); it!=networkCollisionList.end(); it++ )
761      {
762        SYNCHELP_WRITE_FLOAT( *it, NWT_SS_CO_CLID );
763      }
764
765      networkCollisionList.clear();
766    }
767  }
768
769  return SYNCHELP_WRITE_N;
770}
771
772
773void SpaceShip::doCollideNetwork( float energy )
774{
775  this->decreaseHealth( energy );
776  if( this->getHealth() <= 0)
777  {
778    this->die();
779  }
780}
781
782
783
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