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 Grauer |
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13 | co-programmer: ... |
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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 "cruizer.h" |
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20 | |
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21 | #include "weapons/weapon_manager.h" |
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22 | #include "weapons/test_gun.h" |
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23 | #include "weapons/turret.h" |
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24 | #include "weapons/cannon.h" |
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25 | |
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26 | #include "util/loading/factory.h" |
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27 | #include "key_mapper.h" |
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28 | #include "state.h" |
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29 | |
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30 | #include "graphics_engine.h" |
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31 | #include "dot_emitter.h" |
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32 | #include "sprite_particles.h" |
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33 | |
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34 | #include "debug.h" |
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35 | |
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36 | CREATE_FACTORY(Cruizer, CL_CRUIZER); |
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37 | |
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38 | /** |
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39 | * destructs the cruizer, deletes alocated memory |
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40 | */ |
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41 | Cruizer::~Cruizer () |
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42 | { |
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43 | this->setPlayer(NULL); |
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44 | } |
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45 | |
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46 | /** |
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47 | * @brief loads a Cruizer information from a specified file. |
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48 | * @param fileName the name of the File to load the cruizer from (absolute path) |
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49 | */ |
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50 | Cruizer::Cruizer(const std::string& fileName) |
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51 | { |
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52 | this->init(); |
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53 | TiXmlDocument doc(fileName); |
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54 | |
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55 | if(!doc.LoadFile()) |
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56 | { |
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57 | PRINTF(2)("Loading file %s failed for Cruizer.\n", fileName.c_str()); |
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58 | return; |
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59 | } |
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60 | |
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61 | this->loadParams(doc.RootElement()); |
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62 | } |
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63 | |
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64 | /** |
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65 | * @brief creates a new Spaceship from Xml Data |
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66 | * @param root the xml element containing spaceship data |
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67 | |
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68 | @todo add more parameters to load |
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69 | */ |
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70 | Cruizer::Cruizer(const TiXmlElement* root) |
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71 | { |
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72 | this->init(); |
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73 | if (root != NULL) |
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74 | this->loadParams(root); |
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75 | |
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76 | |
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77 | this->getWeaponManager().changeWeaponConfig(1); |
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78 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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79 | |
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80 | // this->loadModel("models/ships/human_cruizer.obj", 0.05); |
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81 | |
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82 | } |
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83 | |
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84 | |
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85 | /** |
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86 | * @brief initializes a Cruizer |
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87 | */ |
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88 | void Cruizer::init() |
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89 | { |
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90 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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91 | this->setClassID(CL_CRUIZER, "Cruizer"); |
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92 | |
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93 | this->setSupportedPlaymodes(Playable::Full3D); |
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94 | |
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95 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = false; |
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96 | mouseSensitivity = 0.005; |
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97 | |
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98 | this->rotorSpeed = 1000.0f; |
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99 | this->rotorCycle = 0.0f; |
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100 | this->cameraLook = 0.0f; |
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101 | this->rotation = 0.0f; |
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102 | this->acceleration = 10.0f; |
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103 | this->airFriction = 2.0f; |
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104 | |
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105 | this->setHealthMax(100); |
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106 | this->setHealth(100); |
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107 | |
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108 | |
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109 | // camera - issue |
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110 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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111 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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112 | //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); |
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113 | //this->cameraNode.setParent(this); |
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114 | |
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115 | |
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116 | // PARTICLES |
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117 | this->burstEmitter = new DotEmitter(200, 5.0, .01); |
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118 | this->burstEmitter->setParent(this); |
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119 | this->burstEmitter->setRelCoor(0, -0.7, 0); |
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120 | this->burstEmitter->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1))); |
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121 | this->burstEmitter->setName("Cruizer_Burst_emitter_Left"); |
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122 | |
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123 | |
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124 | this->burstSystem = new SpriteParticles(1000); |
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125 | this->burstSystem->addEmitter(this->burstEmitter); |
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126 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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127 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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128 | this->burstSystem->setLifeSpan(1.0, .3); |
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129 | this->burstSystem->setRadius(0.0, 1.5); |
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130 | this->burstSystem->setRadius(0.05, 1.8); |
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131 | this->burstSystem->setRadius(.5, .8); |
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132 | this->burstSystem->setRadius(1.0, 0); |
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133 | this->burstSystem->setColor(0.0, .7,.7,1,.5); |
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134 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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135 | this->burstSystem->setColor(0.5, .5,.5,.8,.3); |
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136 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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137 | |
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138 | |
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139 | //add events to the eventlist of the Playable |
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140 | this->registerEvent(KeyMapper::PEV_FORWARD); |
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141 | this->registerEvent(KeyMapper::PEV_BACKWARD); |
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142 | this->registerEvent(KeyMapper::PEV_LEFT); |
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143 | this->registerEvent(KeyMapper::PEV_RIGHT); |
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144 | this->registerEvent(KeyMapper::PEV_UP); |
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145 | this->registerEvent(KeyMapper::PEV_DOWN); |
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146 | this->registerEvent(KeyMapper::PEV_FIRE1); |
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147 | this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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148 | this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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149 | this->registerEvent(EV_MOUSE_MOTION); |
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150 | |
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151 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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152 | |
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153 | // WEAPON_MANAGER configuration |
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154 | this->getWeaponManager().setSlotCount(5); |
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155 | |
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156 | this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003)); |
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157 | this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY); |
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158 | |
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159 | /// TODO: THESE ARE TOO MUCH |
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160 | this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652)); |
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161 | this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0))); |
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162 | |
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163 | this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652)); |
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164 | this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0))); |
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165 | |
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166 | this->cameraNode.setRelCoor(1,5,0); |
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167 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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168 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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169 | |
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170 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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171 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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172 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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173 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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174 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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175 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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176 | //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) ); |
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177 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
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178 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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179 | } |
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180 | |
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181 | /** |
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182 | * @brief loads the Settings of a Cruizer from an XML-element. |
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183 | * @param root the XML-element to load the Spaceship's properties from |
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184 | */ |
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185 | void Cruizer::loadParams(const TiXmlElement* root) |
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186 | { |
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187 | Playable::loadParams(root); |
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188 | } |
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189 | |
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190 | void Cruizer::setPlayDirection(const Quaternion& rot, float speed) |
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191 | { |
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192 | this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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193 | } |
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194 | |
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195 | void Cruizer::enter() |
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196 | { |
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197 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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198 | |
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199 | if (State::getCameraNode != NULL) |
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200 | { |
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201 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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202 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
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203 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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204 | } |
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205 | } |
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206 | |
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207 | void Cruizer::leave() |
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208 | { |
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209 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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210 | this->detachCamera(); |
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211 | |
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212 | } |
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213 | |
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214 | |
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215 | /** |
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216 | * @brief effect that occurs after the Cruizer is spawned |
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217 | */ |
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218 | void Cruizer::postSpawn () |
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219 | { |
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220 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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221 | } |
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222 | |
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223 | /** |
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224 | * @brief the action occuring if the cruizer left the game |
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225 | */ |
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226 | void Cruizer::leftWorld () |
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227 | {} |
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228 | |
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229 | /** |
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230 | * @brief this function is called, when two entities collide |
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231 | * @param entity: the world entity with whom it collides |
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232 | * |
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233 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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234 | */ |
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235 | void Cruizer::collidesWith(WorldEntity* entity, const Vector& location) |
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236 | { |
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237 | Playable::collidesWith(entity, location); |
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238 | } |
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239 | |
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240 | |
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241 | |
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242 | /** |
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243 | * @brief the function called for each passing timeSnap |
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244 | * @param time The timespan passed since last update |
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245 | */ |
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246 | void Cruizer::tick (float dt) |
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247 | { |
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248 | // this->debugNode(1); |
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249 | Playable::tick(dt); |
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250 | |
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251 | // spaceship controlled movement |
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252 | this->movement(dt); |
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253 | this->rotorCycle += this->rotorSpeed * dt; |
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254 | |
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255 | // TRYING TO FIX PNode. |
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256 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
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257 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
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258 | } |
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259 | |
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260 | /** |
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261 | * @brief calculate the velocity |
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262 | * @param time the timeslice since the last frame |
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263 | */ |
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264 | void Cruizer::movement (float dt) |
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265 | { |
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266 | Vector accel(0.0, 0.0, 0.0); |
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267 | |
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268 | if( this->bForward ) |
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269 | { |
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270 | accel += Vector(this->acceleration, 0, 0); |
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271 | } |
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272 | |
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273 | if( this->bBackward ) |
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274 | { |
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275 | accel -= Vector(this->acceleration, 0, 0); |
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276 | } |
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277 | if( this->bLeft) |
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278 | { |
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279 | accel -= Vector(0, 0, this->acceleration); |
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280 | } |
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281 | |
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282 | if( this->bRight) |
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283 | { |
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284 | accel += Vector(0, 0, this->acceleration); |
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285 | } |
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286 | |
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287 | if (this->bAscend ) |
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288 | { |
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289 | accel += Vector(0, this->acceleration, 0); |
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290 | } |
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291 | if (this->bDescend ) |
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292 | { |
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293 | accel -= Vector(0, this->acceleration, 0); |
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294 | } |
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295 | |
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296 | switch(this->getPlaymode()) |
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297 | { |
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298 | case Playable::Full3D: |
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299 | { |
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300 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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301 | |
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302 | // this is the air friction (necessary for a smooth control) |
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303 | Vector damping = (this->velocity * this->airFriction); |
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304 | |
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305 | |
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306 | this->velocity += (accelerationDir - damping)* dt; |
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307 | this->shiftCoor (this->velocity * dt); |
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308 | |
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309 | // limit the maximum rotation speed. |
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310 | if (this->rotation != 0.0f) |
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311 | { |
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312 | float maxRot = 10.0 * dt; |
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313 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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314 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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315 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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316 | |
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317 | this->rotation = 0.0f; |
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318 | } |
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319 | |
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320 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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321 | } |
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322 | break; |
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323 | |
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324 | default: |
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325 | PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str()); |
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326 | } |
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327 | } |
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328 | |
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329 | |
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330 | void Cruizer::draw() const |
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331 | { |
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332 | Vector tmpRot; |
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333 | WorldEntity::draw(); |
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334 | } |
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335 | |
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336 | /** |
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337 | * @todo switch statement ?? |
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338 | */ |
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339 | void Cruizer::process(const Event &event) |
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340 | { |
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341 | Playable::process(event); |
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342 | |
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343 | if( event.type == KeyMapper::PEV_LEFT) |
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344 | this->bLeft = event.bPressed; |
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345 | else if( event.type == KeyMapper::PEV_RIGHT) |
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346 | this->bRight = event.bPressed; |
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347 | else if( event.type == KeyMapper::PEV_UP) |
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348 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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349 | else if( event.type == KeyMapper::PEV_DOWN) |
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350 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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351 | else if( event.type == KeyMapper::PEV_FORWARD) |
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352 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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353 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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354 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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355 | else if( event.type == EV_MOUSE_MOTION) |
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356 | { |
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357 | float xMouse, yMouse; |
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358 | xMouse = event.xRel*mouseSensitivity; |
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359 | yMouse = event.yRel*mouseSensitivity; |
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360 | |
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361 | // rotate the Player around the y-axis |
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362 | this->rotation += xMouse; |
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363 | |
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364 | this->cameraLook += yMouse; |
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365 | // rotate the Camera around the z-axis |
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366 | if (cameraLook > M_PI_4) |
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367 | cameraLook = M_PI_4; |
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368 | else if (cameraLook < -M_PI_4) |
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369 | cameraLook = -M_PI_4; |
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370 | //this->cameraNode.setRelDirSoft(this->direction,10); |
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371 | } |
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372 | } |
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