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source: code/branches/main_reto_vs05/src/orxonox_ship.cc @ 245

Last change on this file since 245 was 232, checked in by rgrieder, 17 years ago
  • modified the AmmunitionDump to hold different types of ammo
  • converted the RunManager into a Singleton
  • added some methods to address ammo by string
  • created a BaseWeapon class
  • derived BarrelGun from BaseWeapon
File size: 7.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software: you can redistribute it and/or modify
8 *   it under the terms of the GNU General Public License as published by
9 *   the Free Software Foundation, either version 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OgreMath.h"
29#include "OgreVector3.h"
30#include "OgreQuaternion.h"
31#include "OgreSceneNode.h"
32#include "OgreEntity.h"
33#include "OgreSceneManager.h"
34
35#include "inertial_node.h"
36#include "run_manager.h"
37#include "weapon/bullet.h"
38#include "weapon/bullet_manager.h"
39#include "weapon/weapon_station.h"
40#include "weapon/base_weapon.h"
41#include "weapon/barrel_gun.h"
42#include "weapon/ammunition_dump.h"
43
44#include "orxonox_ship.h"
45
46
47namespace orxonox {
48  using namespace Ogre;
49  using namespace weapon;
50
51  /**
52  * Base class for any kind of flyable ship in Orxonox.
53  *
54  * The ship offers steering methods (like left, right, etc.) and translates
55  * them into movement. A ship can also hold more than one weapons (where each
56  * of these can be replaced during the game). This means that a ship can have
57  * many WeaponManagers but only one MunitionManager (independant object that
58  * is referenced in each WeaponManager).
59  * Furthermore a ship in Orxonox is responsible for its visualization, which is
60  * why it receives a pointer to the SceneManager.
61  */
62
63
64  /**
65  * Standard constructor, that only initalizes a few variables. Some of them
66  * could be made static, since any new ship would be derived from the BaseShip.
67  * Or even better: write config files for each ship so that manipulating
68  * its properties would be even easier.
69  * @param mSceneMgr The current main SceneManager
70  * @param mNode The scene node which the ship will be attached to later.
71  */
72  OrxonoxShip::OrxonoxShip(SceneNode *node)
73    : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()),
74      bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()),
75      baseThrust_(1000), currentThrust_(Vector3::ZERO), objectCounter_(0)
76  {
77    rootNode_ = new InertialNode(node, Vector3::ZERO);
78  }
79
80
81  /**
82  * Standard destructor.
83  * Doesn't have any work to do yet.
84  */
85  OrxonoxShip::~OrxonoxShip()
86  {
87    if (mainWeapon_)
88      delete mainWeapon_;
89    if (railGunStation_)
90      delete railGunStation_;
91    if (rootNode_)
92      delete rootNode_;
93  }
94
95
96  /**
97  * Initialises everything.
98  * Once that ResourceGroups are organised, this method loads them.
99  * It might be an idea to make this function static in order for the
100  * SceneManger to call the initialise method of every needed class (macros..)
101  * @return Returns false when failed.
102  */
103  bool OrxonoxShip::initialise()
104  {
105          // load all the resources needed (no resource groups yet,
106    // so the allInit is not executed!)
107          // ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
108
109          // create the "space ship" (currently a fish..)
110          // TODO: names must be unique! use static variables..
111          shipEntity_ = sceneMgr_->createEntity("Ship", "fish.mesh");
112          InertialNode *fishNode = rootNode_->createChildNode();
113    fishNode->getSceneNode()->yaw(Degree(-90));
114          fishNode->getSceneNode()->attachObject(shipEntity_);
115          fishNode->getSceneNode()->setScale(Vector3(10, 10, 10));
116
117    // initialise weapon(s)
118    ammoDump_ = new AmmunitionDump();
119    ammoDump_->setDumpSize("Barrel", 1000);
120    ammoDump_->store("Barrel", 420);
121
122    InertialNode *mainWeaponNode = rootNode_->createChildNode();
123    mainWeapon_ = new BarrelGun(mainWeaponNode, ammoDump_);
124
125    railGunStation_ = new WeaponStation(4);
126    railGunStation_->addWeapon(mainWeapon_);
127    railGunStation_->selectWeapon(0);
128
129          return true;
130  }
131
132
133  /**
134  * Gets the ship to accelerate in the current direction.
135  * The value should be between 0 and 1, with one beeing full thrust and 0 none
136  * @param value Acceleration between 0 and 1
137  */
138  void OrxonoxShip::setMainThrust(const Real value)
139  {
140    currentThrust_.z = value * baseThrust_;
141  }
142
143
144  /**
145  * Gets the ship to accelerate sideways regarding the current direction.
146  * The value should be between 0 and 1, with one beeing full thrust and 0 none
147  * @param value Acceleration between 0 and 1
148  */
149  void OrxonoxShip::setSideThrust(const Real value)
150  {
151    currentThrust_.x = value * baseThrust_;
152  }
153
154
155  /**
156  * Gets the ship to accelerate up and down.
157  * The value should be between 0 and 1, with one beeing full thrust and 0 none
158  * @param value Acceleration between 0 and 1
159  */
160  void OrxonoxShip::setYThrust(const Real value)
161  {
162    currentThrust_.y = value * baseThrust_;
163  }
164
165
166  /**
167  * Rotate the ship along with the camera up and down.
168  * @param angle Pitch value.
169  */
170  void OrxonoxShip::turnUpAndDown(const Radian &angle)
171  {
172    rootNode_->getSceneNode()->pitch(-angle, Node::TS_LOCAL);
173  }
174
175
176  /**
177  * Rotate the ship along with the camera left and right.
178  * @param angle Yaw value.
179  */
180  void OrxonoxShip::turnLeftAndRight(const Radian &angle)
181  {
182    rootNode_->getSceneNode()->yaw(-angle, Node::TS_PARENT);
183  }
184
185
186  /**
187  * Returns the current speed of the ship according to its parent node.
188  * @return The current speed.
189  */
190  Vector3 OrxonoxShip::getSpeed()
191  {
192    return rootNode_->getSpeed();
193  }
194
195  /**
196  * Returns the ship's root SceneNode.
197  * @return The Root Node.
198  */
199  InertialNode* OrxonoxShip::getRootNode()
200  {
201    return rootNode_;
202  }
203
204
205  /**
206  * Fire a bullet (Entity with SceneNode).
207  * This method creates a new Entity plus a SceneNode. But be sure not make
208  * the new Node a child of RootNode_!
209  * @return Bullet containing speed and entity.
210  */
211  BaseWeapon* OrxonoxShip::getMainWeapon()
212  {
213    return mainWeapon_;
214  }
215
216
217  int OrxonoxShip::getAmmoStock()
218  {
219    return ammoDump_->getStockSize("Barrel");
220  }
221
222
223  /**
224  * Standard tick() function.
225  * Currently, only the speed is applied according to the thrust values.
226  * @param time Absolute time.
227  * @param deltaTime Relative time.
228  * @return Return true to continue render
229  */
230  bool OrxonoxShip::tick(unsigned long time, Real deltaTime)
231  {
232    mainWeapon_->tick(time, deltaTime);
233
234    Quaternion quad = rootNode_->getSceneNode()->getOrientation();
235    quad.normalise();
236    rootNode_->addSpeed(quad * (Vector3(-1, -1, -1) * currentThrust_) * deltaTime);
237
238    rootNode_->getSceneNode()->translate(rootNode_->getSpeed() * deltaTime);
239
240          return true;
241  }
242
243}
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