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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 7584

Last change on this file since 7584 was 7346, checked in by bensch, 19 years ago

orxonox/trunk: extreme cleanup in Playable

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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 "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::setPlayDirection(const Quaternion& quat, float speed)
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
323  //this->debug(0);
324}
325
326/**
327 *  the function called for each passing timeSnap
328 * @param time The timespan passed since last update
329*/
330void SpaceShip::tick (float time)
331{
332  Playable::tick(time);
333
334  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
335   {
336    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
337    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
338    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
339    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
340
341    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
342
343    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
344    xMouse = yMouse = 0;
345   }
346
347
348//   if( this != State::getPlayer()->getControllable())
349//     return;
350
351  // spaceship controlled movement
352  if (this->getOwner() == this->getHostID())
353    this->calculateVelocity(time);
354
355
356  Vector move = velocity*time;
357
358  //orient the velocity in the direction of the spaceship.
359  travelSpeed = velocity.len();
360  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
361  velocity = (velocity.getNormalized())*travelSpeed;
362  this->burstEmitter->setEmissionRate(travelSpeed);
363  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
364
365  //orient the spaceship in direction of the mouse
366   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
367   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
368    this->setAbsDir( rotQuat);
369   //this->setAbsDirSoft(mouseDir,5);
370
371  // this is the air friction (necessary for a smooth control)
372  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
373  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
374
375  //other physics (gravity)
376  //if(travelSpeed < 120)
377  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
378
379  //hoover effect
380  //cycle += time;
381  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
382
383  //readjust
384  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
385  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
386
387  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
388
389  this->shiftCoor(move);
390
391
392}
393
394/**
395 *  calculate the velocity
396 * @param time the timeslice since the last frame
397*/
398void SpaceShip::calculateVelocity (float time)
399{
400  Vector accel(0.0, 0.0, 0.0);
401  /*
402  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
403  */
404  //float rotVal = 0.0;
405  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
406  /* calculate the direction in which the craft is heading  */
407
408  //Plane plane(Vector(0,1,0), Vector(0,0,0));
409
410  if( this->bUp )
411   {
412     //this->shiftCoor(this->getAbsDirX());
413      //accel += (this->getAbsDirX())*2;
414      accel += (this->getAbsDirX())*acceleration;
415
416   }
417
418  if( this->bDown )
419   {
420     //this->shiftCoor((this->getAbsDirX())*-1);
421     //accel -= (this->getAbsDirX())*2;
422    //if(velocity.len() > 50)
423     accel -= (this->getAbsDirX())*0.5*acceleration;
424
425
426
427   }
428
429  if( this->bLeft/* > -this->getRelCoor().z*2*/)
430  {
431    this->shiftDir(Quaternion(time, Vector(0,1,0)));
432//    accel -= rightDirection;
433    //velocityDir.normalize();
434    //rot +=Vector(1,0,0);
435    //rotVal -= .4;
436  }
437  if( this->bRight /* > this->getRelCoor().z*2*/)
438  {
439    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
440
441    //    accel += rightDirection;
442    //velocityDir.normalize();
443    //rot += Vector(1,0,0);
444    //rotVal += .4;
445  }
446
447
448  if( this->bRollL /* > -this->getRelCoor().z*2*/)
449  {
450    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
451//    accel -= rightDirection;
452    //velocityDir.normalize();
453    //rot +=Vector(1,0,0);
454    //rotVal -= .4;
455  }
456  if( this->bRollR /* > this->getRelCoor().z*2*/)
457  {
458    mouseDir *= Quaternion(time*2, Vector(1,0,0));
459
460    //    accel += rightDirection;
461    //velocityDir.normalize();
462    //rot += Vector(1,0,0);
463    //rotVal += .4;
464  }
465  if (this->bAscend )
466  {
467    this->shiftDir(Quaternion(time, Vector(0,0,1)));
468
469//    accel += upDirection;
470    //velocityDir.normalize();
471    //rot += Vector(0,0,1);
472    //rotVal += .4;
473  }
474  if (this->bDescend )
475  {
476    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
477
478    //    accel -= upDirection;
479    //velocityDir.normalize();
480    //rot += Vector(0,0,1);
481    //rotVal -= .4;
482  }
483
484  velocity += accel*time*10;
485  //rot.normalize();
486  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
487}
488
489/**
490 * @todo switch statement ??
491 */
492void SpaceShip::process(const Event &event)
493{
494  Playable::process(event);
495
496  if( event.type == KeyMapper::PEV_LEFT)
497      this->bRollL = event.bPressed;
498  else if( event.type == KeyMapper::PEV_RIGHT)
499      this->bRollR = event.bPressed;
500  else if( event.type == KeyMapper::PEV_FORWARD)
501    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
502  else if( event.type == KeyMapper::PEV_BACKWARD)
503    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
504  else if( event.type == EV_MOUSE_MOTION)
505  {
506    this->xMouse += event.xRel;
507    this->yMouse += event.yRel;
508  }
509}
510
511
512#define MASK_bUp         1
513#define MASK_bDown       2
514#define MASK_bLeft       4
515#define MASK_bRight      8
516#define MASK_bAscend    16
517#define MASK_bDescend   32
518#define MASK_bRollL     64
519#define MASK_bRollR    128
520
521#define DATA_state       1
522#define DATA_flags       2
523#define DATA_mouse       3
524#define DATA_sync        4
525#define DATA_velocity    5
526#define DATA_playables   6
527#define DATA_collision   7
528
529int SpaceShip::writeBytes( const byte * data, int length, int sender )
530{
531  SYNCHELP_READ_BEGIN();
532
533  byte b;
534
535  while ( SYNCHELP_READ_REMAINING()>0 )
536  {
537    SYNCHELP_READ_BYTE( b, NWT_SS_B );
538
539    if ( b == DATA_state )
540    {
541      setRequestedSync( false );
542      setIsOutOfSync( false );
543      SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_SS_WE_STATE );
544
545      continue;
546    }
547
548    if ( b == DATA_flags )
549    {
550      if ( this->getOwner() != this->getHostID() )
551      {
552        byte flags = 0;
553        SYNCHELP_READ_BYTE( flags, NWT_SS_FLAGS );
554
555        bUp = (flags & MASK_bUp) != 0;
556        bDown = (flags & MASK_bDown) != 0;
557        bLeft = (flags & MASK_bLeft) != 0;
558        bRight = (flags & MASK_bRight) != 0;
559        bAscend = (flags & MASK_bAscend) != 0;
560        bDescend = (flags & MASK_bDescend) != 0;
561        bRollL = (flags & MASK_bRollL) != 0;
562        bRollR = (flags & MASK_bRollR) != 0;
563
564      }
565      else
566        assert(false);
567
568      continue;
569    }
570
571    if ( b == DATA_mouse )
572    {
573      if ( this->getOwner() != this->getHostID() )
574      {
575        SYNCHELP_READ_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
576        SYNCHELP_READ_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
577        SYNCHELP_READ_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
578        SYNCHELP_READ_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
579      }
580      else
581        assert(false);
582
583      continue;
584    }
585
586    if ( b == DATA_sync )
587    {
588      if ( this->getOwner() != this->getHostID() )
589      {
590        SYNCHELP_READ_FKT( PNode::writeSync, NWT_SS_PN_SYNC );
591      }
592      else
593        assert(false);
594
595      continue;
596    }
597
598    if ( b == DATA_velocity )
599    {
600      if ( this->getOwner() != this->getHostID() )
601      {
602        SYNCHELP_READ_FLOAT( velocity.x, NWT_SS_VELX );
603        SYNCHELP_READ_FLOAT( velocity.y, NWT_SS_VELY );
604        SYNCHELP_READ_FLOAT( velocity.z, NWT_SS_VELZ );
605      }
606      else
607        assert(false);
608
609      continue;
610    }
611
612    if ( b == DATA_playables )
613    {
614      if ( this->getOwner() != this->getHostID() )
615      {
616        SYNCHELP_READ_FKT( Playable::writeSync, NWT_SS_PL_SYNC );
617      }
618      else
619        assert(false);
620    }
621
622    if ( b == DATA_collision )
623    {
624      int n;
625      float energy;
626      SYNCHELP_READ_INT( n, NWT_SS_CO_N );
627
628      for ( int i = 0; i<n; i++ )
629      {
630        SYNCHELP_READ_FLOAT( energy, NWT_SS_CO_CLID );
631        doCollideNetwork( energy );
632      }
633    }
634  }
635
636  return SYNCHELP_READ_N;
637}
638
639
640
641int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
642{
643  SYNCHELP_WRITE_BEGIN();
644
645  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
646  {
647    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
648    setRequestedSync( true );
649    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
650  }
651
652  int rec = this->getRequestSync();
653  if ( rec > 0 )
654  {
655    *reciever = rec;
656
657    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
658
659    SYNCHELP_WRITE_BYTE( (byte)DATA_state, NWT_SS_B );
660
661    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_SS_WE_STATE );
662
663    return SYNCHELP_WRITE_N;
664  }
665
666  *reciever = 0 - this->getOwner();
667  //TODO: implement with SYNCHELP_WRITE_SENT()
668  bool sentSomething = false;
669
670  if ( PNode::needsReadSync() && ( this->getHostID()==0 || this->getOwner() == this->getHostID() ) )
671  {
672    PRINTF(0)("sending PNode::readSync\n");
673    SYNCHELP_WRITE_BYTE( DATA_sync, NWT_SS_B );
674    SYNCHELP_WRITE_FKT( PNode::readSync, NWT_SS_PN_SYNC );
675    sentSomething = true;
676  }
677
678  if ( this->getHostID()==0 || this->getHostID()==this->getOwner() )
679  {
680    byte mask = 0;
681
682    if ( bUp )
683      mask |= MASK_bUp;
684    if ( bDown )
685      mask |= MASK_bDown;
686    if ( bLeft )
687      mask |= MASK_bLeft;
688    if ( bRight )
689      mask |= MASK_bRight;
690    if ( bAscend )
691      mask |= MASK_bAscend;
692    if ( bRollL )
693      mask |= MASK_bRollL;
694    if ( bRollR )
695      mask |= MASK_bRollR;
696
697
698    if ( mask != oldMask )
699    {
700      oldMask = mask;
701      PRINTF(0)("sending mask\n");
702      sentSomething = true;
703      SYNCHELP_WRITE_BYTE( DATA_flags, NWT_SS_B );
704      SYNCHELP_WRITE_BYTE( mask, NWT_SS_FLAGS );
705    }
706#define __OFFSET_MDIR_W 0.01
707#define __OFFSET_MDIR_V 0.01
708    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_MDIR_W ||
709         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_MDIR_V ||
710         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_MDIR_V ||
711         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_MDIR_V )
712    {
713      oldMouseDir = mouseDir;
714
715      SYNCHELP_WRITE_BYTE( DATA_mouse, NWT_SS_B );
716      PRINTF(0)("SENDING mousedir\n");
717      sentSomething = true;
718      SYNCHELP_WRITE_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
719      SYNCHELP_WRITE_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
720      SYNCHELP_WRITE_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
721      SYNCHELP_WRITE_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
722    }
723#define __OFFSET_VEL 0.05
724    if ( fabs( oldVelocity.x - velocity.x ) > __OFFSET_VEL*fabs(oldVelocity.x)+0.1 ||
725         fabs( oldVelocity.y - velocity.y ) > __OFFSET_VEL*fabs(oldVelocity.y)+0.1 ||
726         fabs( oldVelocity.z - velocity.z ) > __OFFSET_VEL*fabs(oldVelocity.z)+0.1 )
727    {
728      oldVelocity.x = velocity.x;
729      oldVelocity.y = velocity.y;
730      oldVelocity.z = velocity.z;
731      PRINTF(0)("SENDING velocity\n");
732      sentSomething = true;
733      SYNCHELP_WRITE_BYTE( DATA_velocity, NWT_SS_B );
734      SYNCHELP_WRITE_FLOAT( velocity.x, NWT_SS_VELX );
735      SYNCHELP_WRITE_FLOAT( velocity.y, NWT_SS_VELY );
736      SYNCHELP_WRITE_FLOAT( velocity.z, NWT_SS_VELZ );
737    }
738
739    while ( Playable::needsReadSync() )
740    {
741      sentSomething = true;
742      PRINTF(0)("SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC )\n");
743      SYNCHELP_WRITE_BYTE( DATA_playables, NWT_SS_B );
744      SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC );
745    }
746
747  }
748
749  if ( !sentSomething )
750  {
751    *reciever = 0;
752
753    if ( networkCollisionList.size()>0 )
754    {
755      SYNCHELP_WRITE_BYTE( DATA_collision, NWT_SS_B );
756
757      SYNCHELP_WRITE_INT( networkCollisionList.size(), NWT_SS_CO_N );
758
759      for ( std::list<float>::iterator it = networkCollisionList.begin(); it!=networkCollisionList.end(); it++ )
760      {
761        SYNCHELP_WRITE_FLOAT( *it, NWT_SS_CO_CLID );
762      }
763
764      networkCollisionList.clear();
765    }
766  }
767
768  return SYNCHELP_WRITE_N;
769}
770
771
772void SpaceShip::doCollideNetwork( float energy )
773{
774  this->decreaseHealth( energy );
775  if( this->getHealth() <= 0)
776  {
777    this->die();
778  }
779}
780
781
782
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