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source: orxonox.OLD/trunk/src/world_entities/space_ships/cruizer.cc @ 10608

Last change on this file since 10608 was 10317, checked in by patrick, 18 years ago

merged branche data-fix back to trunk. this breaks compatibility with the old data/trunk data repository! be sure to update your data trunk

File size: 10.5 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "cruizer.h"
20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
26#include "util/loading/factory.h"
27#include "key_mapper.h"
28#include "state.h"
29
30#include "graphics_engine.h"
31#include "particles/dot_emitter.h"
32#include "particles/sprite_particles.h"
33
34#include "debug.h"
35
36
37ObjectListDefinition(Cruizer);
38CREATE_FACTORY(Cruizer);
39
40/**
41 *  destructs the cruizer, deletes alocated memory
42 */
43Cruizer::~Cruizer ()
44{
45  this->setPlayer(NULL);
46}
47
48/**
49 * @brief loads a Cruizer information from a specified file.
50 * @param fileName the name of the File to load the cruizer from (absolute path)
51 */
52Cruizer::Cruizer(const std::string& fileName)
53{
54  this->init();
55  TiXmlDocument doc(fileName);
56
57  if(!doc.LoadFile())
58  {
59    PRINTF(2)("Loading file %s failed for Cruizer.\n", fileName.c_str());
60    return;
61  }
62
63  this->loadParams(doc.RootElement());
64}
65
66/**
67 * @brief creates a new Spaceship from Xml Data
68 * @param root the xml element containing spaceship data
69
70   @todo add more parameters to load
71*/
72Cruizer::Cruizer(const TiXmlElement* root)
73{
74  this->init();
75  if (root != NULL)
76    this->loadParams(root);
77
78
79  this->getWeaponManager().changeWeaponConfig(1);
80  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
81
82 // this->loadModel("models/ships/human_cruizer.obj", 0.05);
83
84}
85
86
87/**
88 * @brief initializes a Cruizer
89 */
90void Cruizer::init()
91{
92  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
93  this->registerObject(this, Cruizer::_objectList);
94
95  this->setSupportedPlaymodes(Playable::Full3D);
96
97  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
98  mouseSensitivity = 0.005;
99
100  this->rotorSpeed = 1000.0f;
101  this->rotorCycle = 0.0f;
102  this->cameraLook = 0.0f;
103  this->rotation = 0.0f;
104  this->acceleration = 10.0f;
105  this->airFriction = 2.0f;
106
107  this->setHealthMax(100);
108  this->setHealth(100);
109
110
111  // camera - issue
112  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
113  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
114  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
115  //this->cameraNode.setParent(this);
116
117
118  // PARTICLES
119  this->burstEmitter = new DotEmitter(200, 5.0, .01);
120  this->burstEmitter->setParent(this);
121  this->burstEmitter->setRelCoor(0, -0.7, 0);
122  this->burstEmitter->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
123  this->burstEmitter->setName("Cruizer_Burst_emitter_Left");
124
125
126  this->burstSystem = new SpriteParticles(1000);
127  this->burstSystem->addEmitter(this->burstEmitter);
128  this->burstSystem->setName("SpaceShip_Burst_System");
129  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("textures/radial-trans-noise.png");
130  this->burstSystem->setLifeSpan(1.0, .3);
131  this->burstSystem->setRadius(0.0, 1.5);
132  this->burstSystem->setRadius(0.05, 1.8);
133  this->burstSystem->setRadius(.5, .8);
134  this->burstSystem->setRadius(1.0, 0);
135  this->burstSystem->setColor(0.0, .7,.7,1,.5);
136  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
137  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
138  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
139
140
141  //add events to the eventlist of the Playable
142  this->registerEvent(KeyMapper::PEV_FORWARD);
143  this->registerEvent(KeyMapper::PEV_BACKWARD);
144  this->registerEvent(KeyMapper::PEV_LEFT);
145  this->registerEvent(KeyMapper::PEV_RIGHT);
146  this->registerEvent(KeyMapper::PEV_UP);
147  this->registerEvent(KeyMapper::PEV_DOWN);
148  this->registerEvent(KeyMapper::PEV_FIRE1);
149  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
150  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
151  this->registerEvent(EV_MOUSE_MOTION);
152
153  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
154
155  // WEAPON_MANAGER configuration
156  this->getWeaponManager().setSlotCount(5);
157
158  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
159  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
160
161  /// TODO: THESE ARE TOO MUCH
162  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
163  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
164
165  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
166  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
167
168  this->cameraNode.setRelCoor(1,5,0);
169  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
170  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
171
172  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
173  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
174  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
175  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
176  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
177  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
178  //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
179  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
180  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
181}
182
183/**
184 * @brief loads the Settings of a Cruizer from an XML-element.
185 * @param root the XML-element to load the Spaceship's properties from
186 */
187void Cruizer::loadParams(const TiXmlElement* root)
188{
189  Playable::loadParams(root);
190}
191
192void Cruizer::setPlayDirection(const Quaternion& rot, float speed)
193{
194  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
195}
196
197void Cruizer::enter()
198{
199  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
200
201  if (State::getCameraNode != NULL)
202  {
203    State::getCameraNode()->setParentSoft(&this->cameraNode);
204    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
205    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
206  }
207}
208
209void Cruizer::leave()
210{
211  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
212  this->detachCamera();
213
214}
215
216
217/**
218 * @brief effect that occurs after the Cruizer is spawned
219*/
220void Cruizer::postSpawn ()
221{
222  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
223}
224
225/**
226 * @brief the action occuring if the cruizer left the game
227*/
228void Cruizer::leftWorld ()
229{}
230
231/**
232 * @brief this function is called, when two entities collide
233 * @param entity: the world entity with whom it collides
234 *
235 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
236 */
237void Cruizer::collidesWith(WorldEntity* entity, const Vector& location)
238{
239  Playable::collidesWith(entity, location);
240}
241
242
243
244/**
245 * @brief the function called for each passing timeSnap
246 * @param time The timespan passed since last update
247*/
248void Cruizer::tick (float dt)
249{
250  //  this->debugNode(1);
251  Playable::tick(dt);
252
253  // spaceship controlled movement
254  this->movement(dt);
255  this->rotorCycle += this->rotorSpeed * dt;
256
257  // TRYING TO FIX PNode.
258  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
259  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
260}
261
262/**
263 * @brief calculate the velocity
264 * @param time the timeslice since the last frame
265*/
266void Cruizer::movement (float dt)
267{
268  Vector accel(0.0, 0.0, 0.0);
269
270  if( this->bForward )
271  {
272    accel += Vector(this->acceleration, 0, 0);
273  }
274
275  if( this->bBackward )
276  {
277    accel -= Vector(this->acceleration, 0, 0);
278  }
279  if( this->bLeft)
280  {
281    accel -= Vector(0, 0, this->acceleration);
282  }
283
284  if( this->bRight)
285  {
286    accel += Vector(0, 0, this->acceleration);
287  }
288
289  if (this->bAscend )
290  {
291    accel += Vector(0, this->acceleration, 0);
292  }
293  if (this->bDescend )
294  {
295    accel -= Vector(0, this->acceleration, 0);
296  }
297
298  switch(this->getPlaymode())
299  {
300    case Playable::Full3D:
301      {
302        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
303
304        // this is the air friction (necessary for a smooth control)
305        Vector damping = (this->velocity * this->airFriction);
306
307
308        this->velocity += (accelerationDir - damping)* dt;
309        this->shiftCoor (this->velocity * dt);
310
311        // limit the maximum rotation speed.
312        if (this->rotation != 0.0f)
313        {
314          float maxRot = 10.0 * dt;
315          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
316          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
317          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
318
319          this->rotation = 0.0f;
320        }
321
322        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
323     }
324      break;
325
326    default:
327      PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str());
328  }
329}
330
331
332void Cruizer::draw() const
333{
334  Vector tmpRot;
335  WorldEntity::draw();
336}
337
338/**
339 * @todo switch statement ??
340 */
341void Cruizer::process(const Event &event)
342{
343  Playable::process(event);
344
345  if( event.type == KeyMapper::PEV_LEFT)
346    this->bLeft = event.bPressed;
347  else if( event.type == KeyMapper::PEV_RIGHT)
348    this->bRight = event.bPressed;
349  else if( event.type == KeyMapper::PEV_UP)
350    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
351  else if( event.type == KeyMapper::PEV_DOWN)
352    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
353  else if( event.type == KeyMapper::PEV_FORWARD)
354    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
355  else if( event.type == KeyMapper::PEV_BACKWARD)
356    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
357  else if( event.type == EV_MOUSE_MOTION)
358  {
359    float xMouse, yMouse;
360    xMouse = event.xRel*mouseSensitivity;
361    yMouse = event.yRel*mouseSensitivity;
362
363    // rotate the Player around the y-axis
364    this->rotation += xMouse;
365
366    this->cameraLook += yMouse;
367    // rotate the Camera around the z-axis
368    if (cameraLook > M_PI_4)
369      cameraLook = M_PI_4;
370    else if (cameraLook < -M_PI_4)
371      cameraLook = -M_PI_4;
372    //this->cameraNode.setRelDirSoft(this->direction,10);
373  }
374}
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