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: ... |
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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 "helicopter.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 "event_handler.h" |
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29 | #include "state.h" |
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30 | |
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31 | #include "graphics_engine.h" |
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32 | |
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33 | using namespace std; |
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34 | |
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35 | CREATE_FACTORY(Helicopter, CL_HELICOPTER); |
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36 | |
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37 | /** |
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38 | * creates the controlable Helicopter |
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39 | */ |
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40 | Helicopter::Helicopter() |
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41 | { |
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42 | this->init(); |
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43 | } |
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44 | |
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45 | /** |
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46 | * destructs the helicopter, deletes alocated memory |
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47 | */ |
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48 | Helicopter::~Helicopter () |
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49 | { |
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50 | this->setPlayer(NULL); |
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51 | } |
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52 | |
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53 | /** |
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54 | * loads a Helicopter information from a specified file. |
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55 | * @param fileName the name of the File to load the helicopter from (absolute path) |
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56 | */ |
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57 | Helicopter::Helicopter(const std::string& fileName) |
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58 | { |
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59 | this->init(); |
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60 | TiXmlDocument doc(fileName); |
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61 | |
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62 | if(!doc.LoadFile()) |
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63 | { |
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64 | PRINTF(2)("Loading file %s failed for Helicopter.\n", fileName.c_str()); |
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65 | return; |
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66 | } |
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67 | |
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68 | this->loadParams(doc.RootElement()); |
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69 | } |
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70 | |
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71 | /** |
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72 | * creates a new Spaceship from Xml Data |
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73 | * @param root the xml element containing spaceship data |
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74 | |
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75 | @todo add more parameters to load |
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76 | */ |
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77 | Helicopter::Helicopter(const TiXmlElement* root) |
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78 | { |
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79 | this->init(); |
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80 | if (root != NULL) |
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81 | this->loadParams(root); |
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82 | |
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83 | //weapons: |
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84 | Weapon* wpRight = new TestGun(0); |
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85 | wpRight->setName("testGun Right"); |
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86 | Weapon* wpLeft = new TestGun(1); |
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87 | wpLeft->setName("testGun Left"); |
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88 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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89 | |
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90 | cannon->setName("BFG"); |
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91 | |
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92 | this->addWeapon(wpLeft, 1, 0); |
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93 | this->addWeapon(wpRight,1 ,1); |
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94 | this->addWeapon(cannon, 0, 6); |
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95 | |
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96 | this->getWeaponManager().changeWeaponConfig(1); |
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97 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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98 | } |
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99 | |
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100 | |
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101 | /** |
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102 | * initializes a Helicopter |
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103 | */ |
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104 | void Helicopter::init() |
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105 | { |
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106 | this->setClassID(CL_HELICOPTER, "Helicopter"); |
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107 | |
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108 | PRINTF(4)("HELICOPTER INIT\n"); |
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109 | |
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110 | this->loadModel("models/ships/helicopter_#.obj", 1.0); |
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111 | |
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112 | //EventHandler::getInstance()->grabEvents(true); |
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113 | |
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114 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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115 | bFire = false; |
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116 | xMouse = yMouse = 0; |
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117 | mouseSensitivity = 0.05; |
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118 | controlVelocityX = 100; |
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119 | controlVelocityY = 100; |
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120 | |
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121 | |
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122 | // initialization of cameraNode |
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123 | this->cameraNode.setParent(this); |
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124 | this->cameraNode.setParentMode(PNODE_ALL); |
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125 | this->cameraNode.setRelCoor(Vector(0,1,0)); |
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126 | |
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127 | // rotors |
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128 | this->topRotor.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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129 | this->tailRotor.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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130 | |
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131 | this->topRotor.setParent(this); |
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132 | this->tailRotor.setParent(this); |
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133 | |
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134 | this->topRotor.setRelCoor(Vector(-0.877,0.627,0)); |
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135 | this->tailRotor.setRelCoor(Vector(-4.43,0.297,0.068)); |
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136 | this->tailRotor.setAbsDir(Quaternion(M_PI_2,Vector(1,0,0))); |
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137 | |
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138 | this->loadModel("models/ships/rotor.obj",1.0,3); |
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139 | this->loadModel("models/ships/rotor.obj",0.2,4); |
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140 | |
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141 | |
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142 | this->velocity = Vector(0.0,0.0,0.0); |
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143 | this->velocityDir = Vector(1.0,0.0,0.0); |
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144 | |
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145 | // very, very old stuff |
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146 | // GLGuiButton* button = new GLGuiPushButton(); |
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147 | // button->show(); |
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148 | // button->setLabel("orxonox"); |
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149 | // button->setBindNode(this); |
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150 | |
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151 | //add events to the eventlist |
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152 | registerEvent(KeyMapper::PEV_FORWARD); |
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153 | registerEvent(KeyMapper::PEV_BACKWARD); |
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154 | registerEvent(KeyMapper::PEV_LEFT); |
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155 | registerEvent(KeyMapper::PEV_RIGHT); |
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156 | registerEvent(SDLK_e); |
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157 | registerEvent(SDLK_c); |
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158 | registerEvent(KeyMapper::PEV_FIRE1); |
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159 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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160 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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161 | registerEvent(EV_MOUSE_MOTION); |
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162 | |
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163 | this->getWeaponManager().setSlotCount(7); |
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164 | |
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165 | this->getWeaponManager().setSlotPosition(0, Vector(0.0, .1, -1.0)); |
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166 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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167 | |
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168 | this->getWeaponManager().setSlotPosition(1, Vector(0.0, .1, 1.0)); |
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169 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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170 | |
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171 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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172 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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173 | |
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174 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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175 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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176 | |
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177 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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178 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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179 | |
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180 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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181 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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182 | |
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183 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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184 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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185 | |
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186 | this->getWeaponManager().getFixedTarget()->setParent(&(this->cameraNode)); |
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187 | this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); |
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188 | |
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189 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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190 | |
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191 | } |
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192 | |
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193 | /** |
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194 | * loads the Settings of a Helicopter from an XML-element. |
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195 | * @param root the XML-element to load the Spaceship's properties from |
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196 | */ |
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197 | void Helicopter::loadParams(const TiXmlElement* root) |
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198 | { |
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199 | WorldEntity::loadParams(root); |
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200 | } |
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201 | |
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202 | void Helicopter::enter() |
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203 | { |
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204 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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205 | State::getCameraNode()->setParentSoft(this->getWeaponManager().getFixedTarget()); |
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206 | State::getCameraTargetNode()->setParentSoft(this->getWeaponManager().getFixedTarget()); |
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207 | } |
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208 | |
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209 | void Helicopter::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 Helicopter is spawned |
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219 | */ |
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220 | void Helicopter::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 helicopter left the game |
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227 | */ |
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228 | void Helicopter::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 Helicopter::collidesWith(WorldEntity* entity, const Vector& 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 | /** |
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244 | * the function called for each passing timeSnap |
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245 | * @param time The timespan passed since last update |
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246 | */ |
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247 | void Helicopter::tick (float time) |
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248 | { |
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249 | Playable::tick(time); |
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250 | |
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251 | if( xMouse != 0 || yMouse != 0) |
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252 | { |
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253 | if (xMouse > controlVelocityX) xMouse = controlVelocityX; |
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254 | else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX; |
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255 | if (yMouse > controlVelocityY) yMouse = controlVelocityY; |
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256 | else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY; |
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257 | } |
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258 | |
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259 | // rotorrotation |
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260 | this->topRotor.shiftDir(Quaternion(time*10, Vector(0,1,0))); |
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261 | this->tailRotor.shiftDir(Quaternion(time*10, Vector(0,1,0))); |
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262 | |
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263 | // spaceship controlled movement |
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264 | this->calculateVelocity(time); |
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265 | |
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266 | Vector move = (velocity)*time; |
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267 | |
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268 | // this is the air friction (necessary for a smooth control) |
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269 | if(velocity.len() != 0) velocity -= velocity*0.1; |
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270 | |
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271 | |
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272 | //readjust |
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273 | // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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274 | // else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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275 | |
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276 | |
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277 | this->shiftCoor (move); |
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278 | } |
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279 | |
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280 | /** |
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281 | * calculate the velocity |
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282 | * @param time the timeslice since the last frame |
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283 | */ |
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284 | void Helicopter::calculateVelocity (float time) |
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285 | { |
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286 | Vector accel(0.0, 0.0, 0.0); |
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287 | float rotValX = 0.0; |
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288 | float rotValZ = 0.0; |
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289 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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290 | /* calculate the direction in which the craft is heading */ |
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291 | |
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292 | if( this->bUp ) |
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293 | { |
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294 | //this->shiftCoor(this->getAbsDirX()); |
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295 | //accel -= this->getAbsDirY(); |
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296 | |
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297 | accel += Vector((this->getAbsDirX()).x,0,(this->getAbsDirX()).z) * 3; |
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298 | if((this->getAbsDirX()).y >= -0.1) rotValZ -= time; |
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299 | } |
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300 | else |
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301 | { |
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302 | if(this->getAbsDirX().y < -.02) this->shiftDir(Quaternion(time, Vector(0,0,1))) ; |
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303 | } |
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304 | |
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305 | if( this->bDown ) |
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306 | { |
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307 | //this->shiftCoor((this->getAbsDirX())*-1); |
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308 | //accel -= this->getAbsDirY(); |
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309 | |
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310 | accel -= Vector((this->getAbsDirX()).x,0,(this->getAbsDirX()).z)*3; |
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311 | rotValZ += time; |
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312 | } |
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313 | else |
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314 | { |
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315 | if(this->getAbsDirX().y > 0.02) this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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316 | } |
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317 | |
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318 | if( this->bLeft ) |
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319 | { |
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320 | //this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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321 | //accel -= this->getAbsDirY(); |
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322 | //velocityDir.normalize(); |
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323 | |
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324 | accel -= Vector((this->getAbsDirZ()).x,0,(this->getAbsDirZ()).z); |
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325 | rotValX -= time; |
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326 | } |
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327 | else |
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328 | { |
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329 | if(this->getAbsDirZ().y > 0.02) this->shiftDir(Quaternion(time, Vector(1,0,0))); |
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330 | } |
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331 | |
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332 | if( this->bRight ) |
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333 | { |
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334 | //this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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335 | //accel += this->getAbsDirY(); |
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336 | //velocityDir.normalize(); |
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337 | |
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338 | accel += Vector((this->getAbsDirZ()).x,0,(this->getAbsDirZ()).z); |
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339 | rotValX += time; |
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340 | } |
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341 | else |
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342 | { |
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343 | if(this->getAbsDirZ().y < -0.02) this->shiftDir(Quaternion(-time, Vector(1,0,0))); |
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344 | } |
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345 | |
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346 | if( this->bRollL ) |
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347 | { |
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348 | this->shiftDir(Quaternion(-time, Vector(1,0,0))); |
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349 | } |
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350 | if( this->bRollR ) |
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351 | { |
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352 | this->shiftDir(Quaternion(time, Vector(1,0,0))); |
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353 | } |
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354 | if (this->bAscend ) |
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355 | { |
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356 | accel += this->getAbsDirY(); |
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357 | } |
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358 | |
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359 | if (this->bDescend ) |
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360 | { |
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361 | accel -= this->getAbsDirY(); |
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362 | } |
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363 | |
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364 | velocity += accel*3; |
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365 | if((this->getAbsDirX()).y <= 0.3 && (this->getAbsDirX()).y >= -0.3) this->shiftDir(Quaternion(rotValZ, Vector(0,0,1))); |
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366 | if((this->getAbsDirZ()).y <= 0.3 && (this->getAbsDirZ()).y >= -0.3) this->shiftDir(Quaternion(rotValX, Vector(1,0,0))); |
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367 | } |
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368 | |
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369 | |
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370 | void Helicopter::draw() const |
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371 | { |
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372 | WorldEntity::draw(); |
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373 | |
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374 | glMatrixMode(GL_MODELVIEW); |
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375 | glPushMatrix(); |
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376 | |
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377 | /* translate */ |
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378 | glTranslatef (this->topRotor.getAbsCoor ().x, |
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379 | this->topRotor.getAbsCoor ().y, |
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380 | this->topRotor.getAbsCoor ().z); |
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381 | Vector tmpRot = this->topRotor.getAbsDir().getSpacialAxis(); |
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382 | glRotatef (this->topRotor.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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383 | this->getModel(3)->draw(); |
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384 | |
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385 | glPopMatrix (); |
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386 | glPushMatrix(); |
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387 | |
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388 | /* translate */ |
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389 | glTranslatef (this->tailRotor.getAbsCoor ().x, |
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390 | this->tailRotor.getAbsCoor ().y, |
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391 | this->tailRotor.getAbsCoor ().z); |
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392 | tmpRot = this->tailRotor.getAbsDir().getSpacialAxis(); |
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393 | glRotatef (this->tailRotor.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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394 | this->getModel(4)->draw(); |
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395 | |
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396 | glPopMatrix (); |
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397 | } |
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398 | |
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399 | /** |
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400 | * @todo switch statement ?? |
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401 | */ |
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402 | void Helicopter::process(const Event &event) |
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403 | { |
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404 | Playable::process(event); |
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405 | |
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406 | if( event.type == KeyMapper::PEV_LEFT) |
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407 | this->bLeft = event.bPressed; |
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408 | else if( event.type == KeyMapper::PEV_RIGHT) |
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409 | this->bRight = event.bPressed; |
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410 | else if( event.type == SDLK_e) |
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411 | this->bAscend = event.bPressed; |
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412 | else if( event.type == SDLK_c) |
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413 | this->bDescend = event.bPressed; |
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414 | else if( event.type == KeyMapper::PEV_FORWARD) |
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415 | this->bUp = event.bPressed; |
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416 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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417 | this->bDown = event.bPressed; |
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418 | else if( event.type == EV_MOUSE_MOTION) |
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419 | { |
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420 | this->xMouse = event.xRel*mouseSensitivity; |
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421 | this->yMouse = event.yRel*mouseSensitivity; |
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422 | |
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423 | this->shiftDir(Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))); |
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424 | |
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425 | Quaternion yDir = Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)); |
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426 | |
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427 | |
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428 | if ((this->cameraNode.getAbsDirY()).y < 0.5) |
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429 | { |
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430 | if((this->cameraNode.getAbsDirX()).y > 0) |
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431 | { |
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432 | if(yMouse > 0) this->cameraNode.shiftDir(yDir); |
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433 | } |
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434 | else |
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435 | { |
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436 | if(yMouse < 0) this->cameraNode.shiftDir(yDir); |
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437 | } |
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438 | } |
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439 | else this->cameraNode.shiftDir(yDir);; |
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440 | } |
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441 | } |
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