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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 6235

Last change on this file since 6235 was 6222, checked in by bensch, 19 years ago

orxonox/trunk: merged the christmas branche to the trunk
merged with command:
svn merge -r6165:HEAD christmas_branche/ ../trunk/
no conflicts

File size: 12.7 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 Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
22#include "objModel.h"
23#include "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "factory.h"
31#include "key_mapper.h"
32#include "event_handler.h"
33
34#include "graphics_engine.h"
35
36using namespace std;
37
38CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
39
40/**
41 *  creates the controlable Spaceship
42 */
43SpaceShip::SpaceShip()
44{
45  this->init();
46}
47
48/**
49 *  destructs the spaceship, deletes alocated memory
50 */
51SpaceShip::~SpaceShip ()
52{
53}
54
55/**
56 * loads a Spaceships information from a specified file.
57 * @param fileName the name of the File to load the spaceship from (absolute path)
58 */
59SpaceShip::SpaceShip(const char* fileName)
60{
61  this->init();
62  TiXmlDocument doc(fileName);
63
64  if(!doc.LoadFile())
65  {
66    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
67    return;
68  }
69
70  this->loadParams(doc.RootElement());
71}
72
73/**
74 *  creates a new Spaceship from Xml Data
75 * @param root the xml element containing spaceship data
76
77   @todo add more parameters to load
78*/
79SpaceShip::SpaceShip(const TiXmlElement* root)
80{
81  this->init();
82  if (root != NULL)
83    this->loadParams(root);
84
85  //weapons:
86  Weapon* wpRight = new TestGun(0);
87  wpRight->setName("testGun Right");
88  Weapon* wpLeft = new TestGun(1);
89  wpLeft->setName("testGun Left");
90  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
91
92  cannon->setName("BFG");
93
94  this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
95  this->getWeaponManager()->addWeapon(wpRight,1 ,1);
96  this->getWeaponManager()->addWeapon(cannon, 0, 6);
97
98  //this->getWeaponManager()->addWeapon(turret, 3, 0);
99
100  this->getWeaponManager()->changeWeaponConfig(1);
101}
102
103
104/**
105 * initializes a Spaceship
106 */
107void SpaceShip::init()
108{
109//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
110  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
111
112  PRINTF(4)("SPACESHIP INIT\n");
113
114//   EventHandler::getInstance()->grabEvents(true);
115
116  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
117  bFire = false;
118  xMouse = yMouse = 0;
119  mouseSensitivity = 0.001;
120  airViscosity = 1.0;
121  cycle = 0.0;
122
123
124  travelSpeed = 15.0;
125  this->velocity = Vector(0.0,0.0,0.0);
126  this->mouseDir = this->getAbsDir();
127
128//   GLGuiButton* button = new GLGuiPushButton();
129//   button->show();
130//   button->setLabel("orxonox");
131//   button->setBindNode(this);
132
133  //add events to the eventlist
134  registerEvent(SDLK_w);
135  registerEvent(SDLK_s);
136  registerEvent(SDLK_a);
137  registerEvent(SDLK_d);
138  registerEvent(SDLK_q);
139  registerEvent(SDLK_e);
140  registerEvent(KeyMapper::PEV_FIRE1);
141  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
142  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
143  registerEvent(SDLK_PAGEUP);
144  registerEvent(SDLK_PAGEDOWN);
145  registerEvent(EV_MOUSE_MOTION);
146
147  this->getWeaponManager()->setSlotCount(7);
148
149  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
150  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
151
152  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
153  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
154
155  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
156  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
157
158  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
159  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
160
161  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
162  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
163
164  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
165  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
166//
167   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
168   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
169   //
170//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
171//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
172//
173//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
174//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
175
176  this->getWeaponManager()->getFixedTarget()->setParent(this);
177  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
178
179  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
180}
181
182/**
183 * loads the Settings of a SpaceShip from an XML-element.
184 * @param root the XML-element to load the Spaceship's properties from
185 */
186void SpaceShip::loadParams(const TiXmlElement* root)
187{
188  static_cast<WorldEntity*>(this)->loadParams(root);
189}
190
191
192void SpaceShip::enter()
193{
194  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
195
196
197}
198
199void SpaceShip::leave()
200{
201  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
202
203
204}
205
206/**
207 * adds a weapon to the weapon list of the spaceship
208 * @param weapon to add
209*/
210void SpaceShip::addWeapon(Weapon* weapon)
211{
212  this->getWeaponManager()->addWeapon(weapon);
213}
214
215
216/**
217 *  removes a weapon from the spaceship
218 * @param weapon to remove
219*/
220void SpaceShip::removeWeapon(Weapon* weapon)
221{
222  this->getWeaponManager()->removeWeapon(weapon);
223}
224
225/**
226 *  effect that occurs after the SpaceShip is spawned
227*/
228void SpaceShip::postSpawn ()
229{
230  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
231}
232
233/**
234 *  the action occuring if the spaceship left the game
235*/
236void SpaceShip::leftWorld ()
237{}
238
239WorldEntity* ref = NULL;
240/**
241 *  this function is called, when two entities collide
242 * @param entity: the world entity with whom it collides
243 *
244 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
245 */
246void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
247{
248  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
249  {
250    this->ADDWEAPON();
251    ref = entity;
252    }
253//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
254}
255
256/**
257 *  draws the spaceship after transforming it.
258*/
259void SpaceShip::draw () const
260{
261  this->drawLODsafe();
262
263  this->getWeaponManager()->draw();
264
265  //this->debug(0);
266}
267
268/**
269 *  the function called for each passing timeSnap
270 * @param time The timespan passed since last update
271*/
272void SpaceShip::tick (float time)
273{
274
275  // spaceship controlled movement
276  this->calculateVelocity(time);
277
278  Vector move = (velocity)*time;
279
280  //orient the velocity in the direction of the spaceship.
281  travelSpeed = velocity.len();
282  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
283  velocity = (velocity.getNormalized())*travelSpeed;
284
285  //orient the spaceship in direction of the mouse
286   rotQuat = Quaternion::quatSlerp( this->getAbsDir(),mouseDir,fabsf(time)*3);
287   if (this->getAbsDir().distance(rotQuat) > 0.001)
288    this->setAbsDir( rotQuat);
289   //this->setAbsDirSoft(mouseDir,5);
290
291  // this is the air friction (necessary for a smooth control)
292  if(velocity.len() != 0) velocity -= velocity*0.01;
293
294  //hoover effect
295  cycle += time;
296  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
297
298  //readjust
299 // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
300  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
301
302  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
303
304  this->shiftCoor (move);
305
306  this->getWeaponManager()->tick(time);
307  // weapon system manipulation
308  this->weaponAction();
309}
310
311/**
312 *  calculate the velocity
313 * @param time the timeslice since the last frame
314*/
315void SpaceShip::calculateVelocity (float time)
316{
317  Vector accel(0.0, 0.0, 0.0);
318  /*
319  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
320  */
321  //float rotVal = 0.0;
322  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
323  /* calculate the direction in which the craft is heading  */
324
325  Plane plane(Vector(0,1,0), Vector(0,0,0));
326
327  if( this->bUp )
328   {
329     //this->shiftCoor(this->getAbsDirX());
330      accel += (this->getAbsDirX())*2;
331
332      /* Heli-Steuerung
333         accel += (this->getAbsDirX()*2;
334         if(
335      */
336   }
337
338  if( this->bDown )
339   {
340     //this->shiftCoor((this->getAbsDirX())*-1);
341     accel -= (this->getAbsDirX())*2;
342   }
343
344  if( this->bLeft/* > -this->getRelCoor().z*2*/)
345  {
346    this->shiftDir(Quaternion(time, Vector(0,1,0)));
347//    accel -= rightDirection;
348    //velocityDir.normalize();
349    //rot +=Vector(1,0,0);
350    //rotVal -= .4;
351  }
352  if( this->bRight /* > this->getRelCoor().z*2*/)
353  {
354    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
355
356    //    accel += rightDirection;
357    //velocityDir.normalize();
358    //rot += Vector(1,0,0);
359    //rotVal += .4;
360  }
361
362
363  if( this->bRollL /* > -this->getRelCoor().z*2*/)
364  {
365    mouseDir *= Quaternion(-time, Vector(1,0,0));
366//    accel -= rightDirection;
367    //velocityDir.normalize();
368    //rot +=Vector(1,0,0);
369    //rotVal -= .4;
370  }
371  if( this->bRollR /* > this->getRelCoor().z*2*/)
372  {
373    mouseDir *= Quaternion(time, Vector(1,0,0));
374
375    //    accel += rightDirection;
376    //velocityDir.normalize();
377    //rot += Vector(1,0,0);
378    //rotVal += .4;
379  }
380  if (this->bAscend )
381  {
382    this->shiftDir(Quaternion(time, Vector(0,0,1)));
383
384//    accel += upDirection;
385    //velocityDir.normalize();
386    //rot += Vector(0,0,1);
387    //rotVal += .4;
388  }
389  if (this->bDescend )
390  {
391    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
392
393    //    accel -= upDirection;
394    //velocityDir.normalize();
395    //rot += Vector(0,0,1);
396    //rotVal -= .4;
397  }
398
399  velocity += accel;
400  //rot.normalize();
401  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
402}
403
404/**
405 * weapon manipulation by the player
406*/
407void SpaceShip::weaponAction()
408{
409  if( this->bFire)
410    {
411      this->getWeaponManager()->fire();
412    }
413}
414
415/**
416 * @todo switch statement ??
417 */
418void SpaceShip::process(const Event &event)
419{
420
421
422  if( event.type == SDLK_a)
423      this->bRollL = event.bPressed;
424  else if( event.type == SDLK_d)
425      this->bRollR = event.bPressed;
426  else if( event.type == KeyMapper::PEV_FIRE1)
427      this->bFire = event.bPressed;
428  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
429    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
430  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
431    this->getWeaponManager()->previousWeaponConfig();
432
433  else if( event.type == SDLK_w)
434    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
435  else if( event.type == SDLK_s)
436    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
437  else if( event.type == EV_MOUSE_MOTION)
438  {
439    this->xMouse = event.xRel;
440    this->yMouse = event.yRel;
441    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
442    if( xMouse*xMouse + yMouse*yMouse < 0.9)
443     this->setAbsDir(mouseDir);
444  }
445}
446
447#include "weapons/aiming_turret.h"
448// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
449void SpaceShip::ADDWEAPON()
450{
451  Weapon* turret = NULL;
452
453  if ((float)rand()/RAND_MAX < .1)
454  {
455    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
456    {
457      turret = new Turret();
458      this->getWeaponManager()->addWeapon(turret, 2);
459      this->getWeaponManager()->changeWeaponConfig(2);
460    }
461  }
462  else
463  {
464    //if (this->getWeaponManager()->hasFreeSlot(3))
465    {
466      turret = new AimingTurret();
467      this->getWeaponManager()->addWeapon(turret, 3);
468
469      this->getWeaponManager()->changeWeaponConfig(3);
470    }
471  }
472
473  if(turret != NULL)
474  {
475    turret->setName("Turret");
476    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
477  }
478}
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