1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Knecht |
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13 | co-programmer: Silvan Nellen |
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14 | |
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15 | */ |
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16 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | #include "executor/executor.h" |
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20 | #include "space_ship.h" |
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21 | |
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22 | #include "util/loading/resource_manager.h" |
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23 | |
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24 | #include "weapons/test_gun.h" |
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25 | #include "weapons/turret.h" |
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26 | #include "weapons/cannon.h" |
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27 | |
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28 | #include "dot_emitter.h" |
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29 | #include "sprite_particles.h" |
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30 | |
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31 | #include "util/loading/factory.h" |
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32 | #include "key_mapper.h" |
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33 | |
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34 | #include "network_game_manager.h" |
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35 | #include "shared_network_data.h" |
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36 | |
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37 | #include "power_ups/weapon_power_up.h" |
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38 | #include "power_ups/param_power_up.h" |
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39 | |
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40 | #include "graphics_engine.h" |
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41 | |
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42 | #include "plane.h" |
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43 | |
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44 | #include "state.h" |
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45 | #include "player.h" |
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46 | |
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47 | #include "util/loading/load_param.h" |
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48 | |
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49 | |
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50 | // #include "lib/gui/gl_gui/glgui_bar.h" |
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51 | // #include "lib/gui/gl_gui/glgui_pushbutton.h" |
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52 | |
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53 | |
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54 | using namespace std; |
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55 | |
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56 | CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP); |
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57 | #include "script_class.h" |
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58 | CREATE_SCRIPTABLE_CLASS(SpaceShip, CL_SPACE_SHIP, |
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59 | addMethod("hasPlayer", ExecutorLua0ret<Playable,bool>(&Playable::hasPlayer)) |
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60 | ->addMethod("fire", ExecutorLua1<Playable, bool>(&Playable::fire)) |
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61 | ->addMethod("loadModel", ExecutorLua2<WorldEntity,const std::string& ,float>(&WorldEntity::loadModel2)) |
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62 | ->addMethod("setName", ExecutorLua1<BaseObject,const std::string&>(&BaseObject::setName)) |
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63 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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64 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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65 | //Coordinates |
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66 | ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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67 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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68 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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69 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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70 | ); |
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71 | |
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72 | /** |
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73 | * destructs the spaceship, deletes alocated memory |
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74 | */ |
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75 | SpaceShip::~SpaceShip () |
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76 | { |
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77 | this->setPlayer(NULL); |
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78 | } |
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79 | |
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80 | /** |
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81 | * loads a Spaceships information from a specified file. |
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82 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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83 | */ |
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84 | SpaceShip::SpaceShip(const std::string& fileName) |
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85 | { |
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86 | this->init(); |
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87 | TiXmlDocument doc(fileName); |
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88 | |
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89 | if(!doc.LoadFile()) |
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90 | { |
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91 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
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92 | return; |
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93 | } |
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94 | |
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95 | this->loadParams(doc.RootElement()); |
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96 | } |
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97 | |
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98 | /** |
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99 | * creates a new Spaceship from Xml Data |
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100 | * @param root the xml element containing spaceship data |
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101 | |
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102 | @todo add more parameters to load |
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103 | */ |
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104 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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105 | { |
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106 | this->init(); |
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107 | if (root != NULL) |
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108 | this->loadParams(root); |
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109 | |
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110 | } |
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111 | |
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112 | |
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113 | /** |
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114 | * initializes a Spaceship |
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115 | */ |
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116 | void SpaceShip::init() |
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117 | { |
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118 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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119 | this->setClassID(CL_SPACE_SHIP, "SpaceShip"); |
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120 | |
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121 | PRINTF(4)("SPACESHIP INIT\n"); |
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122 | |
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123 | //weapons: |
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124 | Weapon* wpRight = new TestGun(0); |
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125 | wpRight->setName("testGun Right"); |
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126 | Weapon* wpLeft = new TestGun(1); |
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127 | wpLeft->setName("testGun Left"); |
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128 | //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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129 | |
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130 | //cannon->setName("BFG"); |
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131 | |
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132 | this->addWeapon(wpLeft, 1, 0); |
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133 | this->addWeapon(wpRight,1 ,1); |
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134 | //this->addWeapon(cannon, 0, 6); |
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135 | |
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136 | this->getWeaponManager().changeWeaponConfig(1); |
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137 | |
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138 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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139 | |
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140 | xMouse = yMouse = 0; |
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141 | yInvert = 1; |
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142 | mouseSensitivity = 0.001; |
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143 | airViscosity = 0.9; |
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144 | controlVelocityX = 25; |
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145 | controlVelocityY = 150; |
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146 | shipInertia = 1.5; |
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147 | // cycle = 0.0; |
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148 | |
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149 | this->setHealthMax(100); |
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150 | this->setHealth(80); |
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151 | |
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152 | travelSpeed = 0.0; |
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153 | acceleration = 3; |
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154 | this->velocity = this->getAbsDirX()*travelSpeed; |
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155 | this->mouseDir = this->getAbsDir(); |
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156 | this->pitchDir = this->getAbsDir(); |
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157 | |
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158 | // GLGuiButton* button = new GLGuiPushButton(); |
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159 | // button->show(); |
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160 | // button->setLabel("orxonox"); |
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161 | // button->setBindNode(this); |
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162 | // GLGuiBar* bar = new GLGuiBar(); |
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163 | // bar->show(); |
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164 | // bar->setValue(7.0); |
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165 | // bar->setMaximum(10); |
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166 | // bar->setSize2D( 20, 100); |
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167 | // bar->setAbsCoor2D( 10, 200); |
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168 | |
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169 | //add events to the eventlist |
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170 | registerEvent(KeyMapper::PEV_FORWARD); |
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171 | registerEvent(KeyMapper::PEV_BACKWARD); |
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172 | registerEvent(KeyMapper::PEV_LEFT); |
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173 | registerEvent(KeyMapper::PEV_RIGHT); |
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174 | //registerEvent(SDLK_q); |
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175 | //registerEvent(SDLK_e); |
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176 | registerEvent(KeyMapper::PEV_FIRE1); |
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177 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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178 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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179 | //registerEvent(SDLK_PAGEUP); |
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180 | //registerEvent(SDLK_PAGEDOWN); |
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181 | registerEvent(EV_MOUSE_MOTION); |
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182 | |
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183 | this->getWeaponManager().setSlotCount(7); |
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184 | |
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185 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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186 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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187 | |
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188 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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189 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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190 | |
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191 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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192 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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193 | |
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194 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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195 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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196 | |
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197 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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198 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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199 | |
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200 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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201 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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202 | // |
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203 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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204 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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205 | // |
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206 | // this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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207 | // this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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208 | // |
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209 | // this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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210 | // this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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211 | |
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212 | this->getWeaponManager().getFixedTarget()->setParent(this); |
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213 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
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214 | |
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215 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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216 | |
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217 | this->burstEmitter = new DotEmitter(200, 0.0, .01); |
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218 | this->burstEmitter->setParent(this); |
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219 | this->burstEmitter->setRelCoor(-1, .5, 0); |
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220 | this->burstEmitter->setName("SpaceShip_Burst_emitter"); |
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221 | |
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222 | this->burstSystem = new SpriteParticles(1000); |
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223 | this->burstSystem->addEmitter(this->burstEmitter); |
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224 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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225 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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226 | this->burstSystem->setLifeSpan(1.0, .3); |
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227 | this->burstSystem->setRadius(0.0, 1.0); |
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228 | this->burstSystem->setRadius(0.05, 1.0); |
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229 | this->burstSystem->setRadius(.5, .8); |
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230 | this->burstSystem->setRadius(1.0, 0); |
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231 | this->burstSystem->setColor(0.0, .7,.7,1,.7); |
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232 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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233 | this->burstSystem->setColor(0.5, .5,.5,.8,.8); |
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234 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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235 | |
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236 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity" ) ); |
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237 | registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) ); |
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238 | |
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239 | registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) ); |
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240 | registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) ); |
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241 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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242 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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243 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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244 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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245 | registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) ); |
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246 | registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) ); |
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247 | } |
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248 | |
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249 | |
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250 | /** |
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251 | * loads the Settings of a SpaceShip from an XML-element. |
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252 | * @param root the XML-element to load the Spaceship's properties from |
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253 | */ |
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254 | void SpaceShip::loadParams(const TiXmlElement* root) |
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255 | { |
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256 | Playable::loadParams(root); |
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257 | } |
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258 | |
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259 | void SpaceShip::setPlayDirection(const Quaternion& quat, float speed) |
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260 | { |
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261 | this->mouseDir = quat; |
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262 | } |
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263 | |
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264 | |
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265 | void SpaceShip::reset() |
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266 | { |
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267 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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268 | |
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269 | xMouse = yMouse = 0; |
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270 | |
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271 | this->setHealth(80); |
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272 | this->velocity = Vector(0.0, 0.0, 0.0); |
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273 | } |
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274 | |
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275 | |
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276 | void SpaceShip::enter() |
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277 | { |
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278 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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279 | this->attachCamera(); |
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280 | } |
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281 | |
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282 | void SpaceShip::leave() |
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283 | { |
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284 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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285 | this->detachCamera(); |
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286 | } |
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287 | |
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288 | |
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289 | /** |
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290 | * effect that occurs after the SpaceShip is spawned |
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291 | */ |
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292 | void SpaceShip::postSpawn () |
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293 | { |
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294 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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295 | } |
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296 | |
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297 | /** |
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298 | * the action occuring if the spaceship left the game |
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299 | */ |
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300 | void SpaceShip::leftWorld () |
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301 | {} |
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302 | |
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303 | WorldEntity* ref = NULL; |
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304 | /** |
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305 | * this function is called, when two entities collide |
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306 | * @param entity: the world entity with whom it collides |
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307 | * |
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308 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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309 | */ |
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310 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
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311 | { |
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312 | Playable::collidesWith(entity, location); |
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313 | |
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314 | if( entity->isA(CL_PROJECTILE) && entity != ref) |
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315 | { |
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316 | if ( isServer() ) |
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317 | { |
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318 | //TODO handle this |
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319 | } |
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320 | } |
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321 | PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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322 | } |
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323 | |
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324 | /** |
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325 | * draws the spaceship after transforming it. |
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326 | */ |
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327 | void SpaceShip::draw () const |
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328 | { |
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329 | WorldEntity::draw(); |
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330 | |
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331 | //this->debug(0); |
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332 | } |
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333 | |
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334 | /** |
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335 | * the function called for each passing timeSnap |
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336 | * @param time The timespan passed since last update |
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337 | */ |
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338 | void SpaceShip::tick (float time) |
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339 | { |
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340 | Playable::tick(time); |
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341 | |
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342 | if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) |
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343 | { |
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344 | if (xMouse > controlVelocityX) xMouse = controlVelocityX; |
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345 | else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX; |
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346 | if (yMouse > controlVelocityY) yMouse = controlVelocityY; |
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347 | else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY; |
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348 | |
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349 | pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0))); |
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350 | |
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351 | mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir); |
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352 | xMouse = yMouse = 0; |
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353 | } |
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354 | |
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355 | |
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356 | // if( this != State::getPlayer()->getControllable()) |
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357 | // return; |
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358 | |
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359 | // spaceship controlled movement fire(bool bF){ this->bFire = bF;} |
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360 | //if (this->getOwner() == this->getHostID()) |
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361 | this->calculateVelocity(time); |
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362 | |
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363 | |
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364 | Vector move = velocity*time; |
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365 | |
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366 | //orient the velocity in the direction of the spaceship. |
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367 | travelSpeed = velocity.len(); |
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368 | velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; |
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369 | velocity = (velocity.getNormalized())*travelSpeed; |
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370 | this->burstEmitter->setEmissionRate(travelSpeed); |
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371 | this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1); |
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372 | |
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373 | //orient the spaceship in direction of the mouse |
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374 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia); |
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375 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
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376 | this->setAbsDir( rotQuat); |
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377 | //this->setAbsDirSoft(mouseDir,5); |
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378 | |
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379 | // this is the air friction (necessary for a smooth control) |
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380 | if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001; |
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381 | else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001; |
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382 | |
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383 | //other physics (gravity) |
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384 | //if(travelSpeed < 120) |
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385 | //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time; |
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386 | |
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387 | //hoover effect |
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388 | //cycle += time; |
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389 | //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
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390 | |
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391 | //readjust |
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392 | //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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393 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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394 | |
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395 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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396 | |
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397 | this->shiftCoor(move); |
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398 | |
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399 | // PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber()); |
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400 | |
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401 | } |
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402 | |
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403 | /** |
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404 | * calculate the velocity |
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405 | * @param time the timeslice since the last frame |
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406 | */ |
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407 | void SpaceShip::calculateVelocity (float time) |
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408 | { |
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409 | Vector accel(0.0, 0.0, 0.0); |
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410 | /* |
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411 | Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter |
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412 | */ |
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413 | //float rotVal = 0.0; |
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414 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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415 | /* calculate the direction in which the craft is heading */ |
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416 | |
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417 | //Plane plane(Vector(0,1,0), Vector(0,0,0)); |
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418 | |
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419 | if( this->bUp ) |
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420 | { |
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421 | //this->shiftCoor(this->getAbsDirX()); |
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422 | //accel += (this->getAbsDirX())*2; |
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423 | accel += (this->getAbsDirX())*acceleration; |
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424 | |
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425 | } |
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426 | |
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427 | if( this->bDown ) |
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428 | { |
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429 | //this->shiftCoor((this->getAbsDirX())*-1); |
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430 | //accel -= (this->getAbsDirX())*2; |
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431 | //if(velocity.len() > 50) |
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432 | accel -= (this->getAbsDirX())*0.5*acceleration; |
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433 | |
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434 | |
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435 | |
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436 | } |
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437 | |
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438 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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439 | { |
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440 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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441 | // accel -= rightDirection; |
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442 | //velocityDir.normalize(); |
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443 | //rot +=Vector(1,0,0); |
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444 | //rotVal -= .4; |
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445 | } |
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446 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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447 | { |
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448 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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449 | |
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450 | // accel += rightDirection; |
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451 | //velocityDir.normalize(); |
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452 | //rot += Vector(1,0,0); |
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453 | //rotVal += .4; |
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454 | } |
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455 | |
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456 | |
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457 | if( this->bRollL /* > -this->getRelCoor().z*2*/) |
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458 | { |
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459 | mouseDir *= Quaternion(-time*2, Vector(1,0,0)); |
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460 | // accel -= rightDirection; |
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461 | //velocityDir.normalize(); |
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462 | //rot +=Vector(1,0,0); |
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463 | //rotVal -= .4; |
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464 | } |
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465 | if( this->bRollR /* > this->getRelCoor().z*2*/) |
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466 | { |
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467 | mouseDir *= Quaternion(time*2, Vector(1,0,0)); |
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468 | |
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469 | // accel += rightDirection; |
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470 | //velocityDir.normalize(); |
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471 | //rot += Vector(1,0,0); |
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472 | //rotVal += .4; |
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473 | } |
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474 | if (this->bAscend ) |
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475 | { |
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476 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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477 | |
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478 | // accel += upDirection; |
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479 | //velocityDir.normalize(); |
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480 | //rot += Vector(0,0,1); |
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481 | //rotVal += .4; |
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482 | } |
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483 | if (this->bDescend ) |
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484 | { |
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485 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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486 | |
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487 | // accel -= upDirection; |
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488 | //velocityDir.normalize(); |
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489 | //rot += Vector(0,0,1); |
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490 | //rotVal -= .4; |
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491 | } |
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492 | |
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493 | velocity += accel*time*10; |
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494 | //rot.normalize(); |
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495 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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496 | } |
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497 | |
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498 | /** |
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499 | * @todo switch statement ?? |
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500 | */ |
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501 | void SpaceShip::process(const Event &event) |
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502 | { |
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503 | Playable::process(event); |
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504 | |
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505 | if( event.type == KeyMapper::PEV_LEFT) |
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506 | this->bRollL = event.bPressed; |
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507 | else if( event.type == KeyMapper::PEV_RIGHT) |
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508 | this->bRollR = event.bPressed; |
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509 | else if( event.type == KeyMapper::PEV_FORWARD) |
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510 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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511 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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512 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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513 | else if( event.type == EV_MOUSE_MOTION) |
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514 | { |
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515 | this->xMouse += event.xRel; |
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516 | this->yMouse += event.yRel; |
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517 | } |
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518 | } |
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519 | |
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520 | void SpaceShip::destroy( WorldEntity* killer ) |
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521 | { |
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522 | PRINTF(0)("spaceship destroy\n"); |
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523 | } |
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524 | |
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525 | void SpaceShip::respawn( ) |
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526 | { |
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527 | toList( OM_PLAYERS ); |
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528 | } |
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529 | |
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530 | |
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531 | |
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532 | |
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