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 "hover.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 | |
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32 | #include "debug.h" |
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33 | |
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34 | CREATE_FACTORY(Hover, CL_HOVER); |
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35 | |
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36 | /** |
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37 | * destructs the hover, deletes alocated memory |
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38 | */ |
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39 | Hover::~Hover () |
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40 | { |
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41 | this->setPlayer(NULL); |
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42 | } |
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43 | |
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44 | /** |
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45 | * loads a Hover information from a specified file. |
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46 | * @param fileName the name of the File to load the hover from (absolute path) |
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47 | */ |
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48 | Hover::Hover(const std::string& fileName) |
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49 | { |
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50 | this->init(); |
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51 | TiXmlDocument doc(fileName); |
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52 | |
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53 | if(!doc.LoadFile()) |
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54 | { |
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55 | PRINTF(2)("Loading file %s failed for Hover.\n", fileName.c_str()); |
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56 | return; |
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57 | } |
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58 | |
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59 | this->loadParams(doc.RootElement()); |
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60 | } |
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61 | |
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62 | /** |
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63 | * creates a new Spaceship from Xml Data |
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64 | * @param root the xml element containing spaceship data |
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65 | |
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66 | @todo add more parameters to load |
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67 | */ |
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68 | Hover::Hover(const TiXmlElement* root) |
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69 | { |
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70 | this->init(); |
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71 | if (root != NULL) |
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72 | this->loadParams(root); |
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73 | |
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74 | //weapons: |
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75 | Weapon* wpRight = new TestGun(0); |
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76 | wpRight->setName("testGun Right"); |
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77 | Weapon* wpLeft = new TestGun(1); |
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78 | wpLeft->setName("testGun Left"); |
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79 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER)); |
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80 | |
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81 | cannon->setName("BFG"); |
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82 | |
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83 | this->addWeapon(wpLeft, 1, 0); |
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84 | this->addWeapon(wpRight,1 ,1); |
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85 | this->addWeapon(cannon, 0, 2); |
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86 | |
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87 | this->getWeaponManager().changeWeaponConfig(1); |
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88 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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89 | |
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90 | this->loadModel("models/ships/hoverglider_mainbody.obj"); |
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91 | } |
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92 | |
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93 | |
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94 | /** |
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95 | * initializes a Hover |
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96 | */ |
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97 | void Hover::init() |
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98 | { |
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99 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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100 | this->setClassID(CL_HOVER, "Hover"); |
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101 | |
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102 | this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3); |
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103 | this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4); |
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104 | this->loadModel("models/ships/rotor.obj", .45f, 5); |
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105 | |
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106 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = false; |
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107 | mouseSensitivity = 0.005; |
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108 | |
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109 | this->rotorSpeed = 1000.0f; |
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110 | this->rotorCycle = 0.0f; |
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111 | this->cameraLook = 0.0f; |
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112 | this->rotation = 0.0f; |
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113 | this->acceleration = 25.0f; |
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114 | this->airFriction = 3.0f; |
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115 | |
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116 | // camera - issue |
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117 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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118 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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119 | //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); |
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120 | this->cameraNode.setParent(this); |
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121 | |
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122 | // rotors |
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123 | this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT ); |
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124 | this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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125 | this->wingNodeLeft.setParent(this); |
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126 | this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0); |
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127 | this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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128 | this->rotorNodeLeft.setParent(&this->wingNodeLeft); |
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129 | this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3); |
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130 | |
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131 | this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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132 | this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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133 | this->wingNodeRight.setParent(this); |
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134 | this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0); |
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135 | this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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136 | this->rotorNodeRight.setParent(&this->wingNodeRight); |
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137 | this->rotorNodeRight.setRelCoor(0, 1.0, 2.3); |
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138 | |
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139 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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140 | |
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141 | |
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142 | //add events to the eventlist |
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143 | registerEvent(KeyMapper::PEV_FORWARD); |
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144 | registerEvent(KeyMapper::PEV_BACKWARD); |
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145 | registerEvent(KeyMapper::PEV_LEFT); |
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146 | registerEvent(KeyMapper::PEV_RIGHT); |
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147 | registerEvent(KeyMapper::PEV_UP); |
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148 | registerEvent(KeyMapper::PEV_DOWN); |
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149 | registerEvent(KeyMapper::PEV_FIRE1); |
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150 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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151 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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152 | registerEvent(EV_MOUSE_MOTION); |
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153 | |
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154 | |
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155 | // WEAPON_MANAGER configuration |
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156 | this->getWeaponManager().setSlotCount(5); |
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157 | |
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158 | this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft); |
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159 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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160 | |
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161 | this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight); |
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162 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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163 | |
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164 | this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003)); |
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165 | this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY); |
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166 | |
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167 | /// TODO: THESE ARE TOO MUCH |
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168 | this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652)); |
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169 | this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0))); |
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170 | |
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171 | this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652)); |
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172 | this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0))); |
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173 | |
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174 | this->cameraNode.setRelCoor(1,5,0); |
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175 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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176 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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177 | |
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178 | // NETWORK THINGS |
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179 | |
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180 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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181 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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182 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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183 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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184 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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185 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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186 | |
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187 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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188 | } |
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189 | |
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190 | /** |
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191 | * loads the Settings of a Hover from an XML-element. |
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192 | * @param root the XML-element to load the Spaceship's properties from |
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193 | */ |
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194 | void Hover::loadParams(const TiXmlElement* root) |
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195 | { |
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196 | WorldEntity::loadParams(root); |
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197 | } |
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198 | |
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199 | |
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200 | void Hover::enter() |
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201 | { |
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202 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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203 | |
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204 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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205 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
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206 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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207 | } |
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208 | |
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209 | void Hover::leave() |
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210 | { |
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211 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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212 | this->detachCamera(); |
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213 | |
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214 | } |
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215 | |
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216 | |
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217 | /** |
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218 | * effect that occurs after the Hover is spawned |
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219 | */ |
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220 | void Hover::postSpawn () |
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221 | { |
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222 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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223 | } |
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224 | |
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225 | /** |
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226 | * the action occuring if the hover left the game |
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227 | */ |
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228 | void Hover::leftWorld () |
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229 | {} |
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230 | |
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231 | /** |
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232 | * this function is called, when two entities collide |
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233 | * @param entity: the world entity with whom it collides |
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234 | * |
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235 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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236 | */ |
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237 | void Hover::collidesWith(WorldEntity* entity, const Vector& location) |
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238 | { |
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239 | Playable::collidesWith(entity, location); |
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240 | } |
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241 | |
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242 | |
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243 | |
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244 | /** |
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245 | * the function called for each passing timeSnap |
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246 | * @param time The timespan passed since last update |
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247 | */ |
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248 | void Hover::tick (float dt) |
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249 | { |
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250 | Playable::tick(dt); |
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251 | |
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252 | // spaceship controlled movement |
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253 | this->movement(dt); |
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254 | this->rotorCycle += this->rotorSpeed * dt; |
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255 | } |
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256 | |
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257 | /** |
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258 | * calculate the velocity |
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259 | * @param time the timeslice since the last frame |
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260 | */ |
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261 | void Hover::movement (float dt) |
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262 | { |
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263 | Vector accel(0.0, 0.0, 0.0); |
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264 | |
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265 | if( this->bForward ) |
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266 | { |
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267 | accel += Vector(this->acceleration, 0, 0); |
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268 | } |
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269 | |
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270 | if( this->bBackward ) |
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271 | { |
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272 | accel -= Vector(this->acceleration, 0, 0); |
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273 | } |
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274 | if( this->bLeft) |
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275 | { |
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276 | accel -= Vector(0, 0, this->acceleration); |
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277 | } |
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278 | |
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279 | if( this->bRight) |
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280 | { |
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281 | accel += Vector(0, 0, this->acceleration); |
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282 | } |
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283 | |
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284 | if (this->bAscend ) |
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285 | { |
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286 | accel += Vector(0, this->acceleration, 0); |
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287 | } |
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288 | if (this->bDescend ) |
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289 | { |
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290 | accel -= Vector(0, this->acceleration, 0); |
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291 | } |
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292 | |
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293 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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294 | |
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295 | // this is the air friction (necessary for a smooth control) |
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296 | Vector damping = (this->velocity * this->airFriction); |
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297 | |
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298 | |
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299 | this->velocity += (accelerationDir - damping)* dt; |
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300 | |
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301 | this->shiftCoor (this->velocity * dt); |
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302 | |
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303 | // limit the maximum rotation speed. |
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304 | if (this->rotation != 0.0f) |
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305 | { |
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306 | float maxRot = 10.0 * dt; |
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307 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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308 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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309 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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310 | this->rotation = 0.0f; |
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311 | } |
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312 | |
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313 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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314 | |
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315 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5); |
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316 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5); |
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317 | |
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318 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5); |
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319 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, Vector(0,0,1)), 5); |
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320 | } |
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321 | |
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322 | |
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323 | void Hover::draw() const |
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324 | { |
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325 | Vector tmpRot; |
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326 | WorldEntity::draw(); |
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327 | |
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328 | glPushMatrix(); |
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329 | /// LEFT SIDE |
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330 | glTranslatef (this->wingNodeLeft.getAbsCoor ().x, |
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331 | this->wingNodeLeft.getAbsCoor ().y, |
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332 | this->wingNodeLeft.getAbsCoor ().z); |
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333 | tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis(); |
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334 | glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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335 | this->getModel(3)->draw(); |
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336 | glPopMatrix (); |
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337 | |
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338 | glPushMatrix(); |
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339 | glTranslatef (this->rotorNodeLeft.getAbsCoor ().x, |
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340 | this->rotorNodeLeft.getAbsCoor ().y, |
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341 | this->rotorNodeLeft.getAbsCoor ().z); |
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342 | tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis(); |
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343 | glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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344 | this->getModel(4)->draw(); |
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345 | glTranslatef(0,-1,0); |
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346 | glRotatef(this->rotorCycle, 0,1,0); |
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347 | this->getModel(5)->draw(); |
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348 | glPopMatrix (); |
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349 | |
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350 | /// RIGHT SIDE |
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351 | glPushMatrix(); |
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352 | glTranslatef (this->wingNodeRight.getAbsCoor ().x, |
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353 | this->wingNodeRight.getAbsCoor ().y, |
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354 | this->wingNodeRight.getAbsCoor ().z); |
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355 | tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis(); |
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356 | glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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357 | glScalef(1,1,-1); |
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358 | this->getModel(3)->draw(); |
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359 | glPopMatrix (); |
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360 | |
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361 | glPushMatrix(); |
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362 | glTranslatef (this->rotorNodeRight.getAbsCoor ().x, |
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363 | this->rotorNodeRight.getAbsCoor ().y, |
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364 | this->rotorNodeRight.getAbsCoor ().z); |
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365 | tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis(); |
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366 | glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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367 | glScalef(1,1,-1); |
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368 | this->getModel(4)->draw(); |
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369 | glTranslatef(0,-1,0); |
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370 | glRotatef(this->rotorCycle, 0,1,0); |
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371 | this->getModel(5)->draw(); |
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372 | glPopMatrix (); |
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373 | } |
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374 | |
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375 | /** |
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376 | * @todo switch statement ?? |
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377 | */ |
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378 | void Hover::process(const Event &event) |
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379 | { |
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380 | Playable::process(event); |
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381 | |
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382 | if( event.type == KeyMapper::PEV_LEFT) |
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383 | this->bLeft = event.bPressed; |
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384 | else if( event.type == KeyMapper::PEV_RIGHT) |
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385 | this->bRight = event.bPressed; |
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386 | else if( event.type == KeyMapper::PEV_UP) |
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387 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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388 | else if( event.type == KeyMapper::PEV_DOWN) |
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389 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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390 | else if( event.type == KeyMapper::PEV_FORWARD) |
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391 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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392 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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393 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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394 | else if( event.type == EV_MOUSE_MOTION) |
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395 | { |
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396 | float xMouse, yMouse; |
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397 | xMouse = event.xRel*mouseSensitivity; |
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398 | yMouse = event.yRel*mouseSensitivity; |
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399 | |
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400 | // rotate the Player around the y-axis |
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401 | this->rotation += xMouse; |
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402 | |
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403 | this->cameraLook += yMouse; |
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404 | // rotate the Camera around the z-axis |
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405 | if (cameraLook > M_PI_4) |
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406 | cameraLook = M_PI_4; |
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407 | else if (cameraLook < -M_PI_4) |
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408 | cameraLook = -M_PI_4; |
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409 | //this->cameraNode.setRelDirSoft(this->direction,10); |
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410 | } |
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411 | } |
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