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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 6259

Last change on this file since 6259 was 6243, checked in by bensch, 19 years ago

orxonox/trunk: merged the power-ups to the tunk again

File size: 13.4 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 "power_ups/weapon_power_up.h"
35#include "power_ups/param_power_up.h"
36
37#include "graphics_engine.h"
38
39using namespace std;
40
41CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
42
43/**
44 *  creates the controlable Spaceship
45 */
46SpaceShip::SpaceShip()
47{
48  this->init();
49}
50
51/**
52 *  destructs the spaceship, deletes alocated memory
53 */
54SpaceShip::~SpaceShip ()
55{
56}
57
58/**
59 * loads a Spaceships information from a specified file.
60 * @param fileName the name of the File to load the spaceship from (absolute path)
61 */
62SpaceShip::SpaceShip(const char* fileName)
63{
64  this->init();
65  TiXmlDocument doc(fileName);
66
67  if(!doc.LoadFile())
68  {
69    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
70    return;
71  }
72
73  this->loadParams(doc.RootElement());
74}
75
76/**
77 *  creates a new Spaceship from Xml Data
78 * @param root the xml element containing spaceship data
79
80   @todo add more parameters to load
81*/
82SpaceShip::SpaceShip(const TiXmlElement* root)
83{
84  this->init();
85  if (root != NULL)
86    this->loadParams(root);
87
88  //weapons:
89  Weapon* wpRight = new TestGun(0);
90  wpRight->setName("testGun Right");
91  Weapon* wpLeft = new TestGun(1);
92  wpLeft->setName("testGun Left");
93  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
94
95  cannon->setName("BFG");
96
97  this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
98  this->getWeaponManager()->addWeapon(wpRight,1 ,1);
99  this->getWeaponManager()->addWeapon(cannon, 0, 6);
100
101  //this->getWeaponManager()->addWeapon(turret, 3, 0);
102
103  this->getWeaponManager()->changeWeaponConfig(1);
104}
105
106
107/**
108 * initializes a Spaceship
109 */
110void SpaceShip::init()
111{
112//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
113  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
114
115  PRINTF(4)("SPACESHIP INIT\n");
116
117  EventHandler::getInstance()->grabEvents(true);
118
119  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
120  bFire = false;
121  xMouse = yMouse = 0;
122  mouseSensitivity = 0.001;
123  airViscosity = 1.0;
124  cycle = 0.0;
125
126
127  travelSpeed = 15.0;
128  this->velocity = Vector(0.0,0.0,0.0);
129  this->mouseDir = this->getAbsDir();
130
131//   GLGuiButton* button = new GLGuiPushButton();
132//   button->show();
133//   button->setLabel("orxonox");
134//   button->setBindNode(this);
135
136  //add events to the eventlist
137  registerEvent(SDLK_w);
138  registerEvent(SDLK_s);
139  registerEvent(SDLK_a);
140  registerEvent(SDLK_d);
141  registerEvent(SDLK_q);
142  registerEvent(SDLK_e);
143  registerEvent(KeyMapper::PEV_FIRE1);
144  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
145  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
146  registerEvent(SDLK_PAGEUP);
147  registerEvent(SDLK_PAGEDOWN);
148  registerEvent(EV_MOUSE_MOTION);
149
150  this->getWeaponManager()->setSlotCount(7);
151
152  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
153  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
154
155  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
156  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
157
158  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
159  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
160
161  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
162  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
163
164  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
165  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
166
167  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
168  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
169//
170   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
171   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
172   //
173//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
174//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
175//
176//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
177//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
178
179  this->getWeaponManager()->getFixedTarget()->setParent(this);
180  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
181
182  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
183}
184
185/**
186 * loads the Settings of a SpaceShip from an XML-element.
187 * @param root the XML-element to load the Spaceship's properties from
188 */
189void SpaceShip::loadParams(const TiXmlElement* root)
190{
191  static_cast<WorldEntity*>(this)->loadParams(root);
192}
193
194
195void SpaceShip::enter()
196{
197  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
198  this->attachCamera();
199
200
201}
202
203void SpaceShip::leave()
204{
205  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
206  this->detachCamera();
207
208
209}
210
211/**
212 * adds a weapon to the weapon list of the spaceship
213 * @param weapon to add
214*/
215void SpaceShip::addWeapon(Weapon* weapon)
216{
217  this->getWeaponManager()->addWeapon(weapon);
218}
219
220
221/**
222 *  removes a weapon from the spaceship
223 * @param weapon to remove
224*/
225void SpaceShip::removeWeapon(Weapon* weapon)
226{
227  this->getWeaponManager()->removeWeapon(weapon);
228}
229
230/**
231 *  effect that occurs after the SpaceShip is spawned
232*/
233void SpaceShip::postSpawn ()
234{
235  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
236}
237
238/**
239 *  the action occuring if the spaceship left the game
240*/
241void SpaceShip::leftWorld ()
242{}
243
244WorldEntity* ref = NULL;
245/**
246 *  this function is called, when two entities collide
247 * @param entity: the world entity with whom it collides
248 *
249 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
250 */
251void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
252{
253  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
254  {
255    this->ADDWEAPON();
256    ref = entity;
257    }
258//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
259}
260
261/**
262 *  draws the spaceship after transforming it.
263*/
264void SpaceShip::draw () const
265{
266  this->drawLODsafe();
267
268  this->getWeaponManager()->draw();
269
270  //this->debug(0);
271}
272
273/**
274 *  the function called for each passing timeSnap
275 * @param time The timespan passed since last update
276*/
277void SpaceShip::tick (float time)
278{
279
280  // spaceship controlled movement
281  this->calculateVelocity(time);
282
283  Vector move = (velocity)*time;
284
285  //orient the velocity in the direction of the spaceship.
286  travelSpeed = velocity.len();
287  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
288  velocity = (velocity.getNormalized())*travelSpeed;
289
290  //orient the spaceship in direction of the mouse
291   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, fabsf(time)*3.0);
292   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
293    this->setAbsDir( rotQuat);
294   //this->setAbsDirSoft(mouseDir,5);
295
296  // this is the air friction (necessary for a smooth control)
297  if(velocity.len() != 0) velocity -= velocity*0.01;
298
299  //hoover effect
300  cycle += time;
301  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
302
303  //readjust
304 // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
305  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
306
307  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
308
309  this->shiftCoor (move);
310
311  this->getWeaponManager()->tick(time);
312  // weapon system manipulation
313  this->weaponAction();
314}
315
316/**
317 *  calculate the velocity
318 * @param time the timeslice since the last frame
319*/
320void SpaceShip::calculateVelocity (float time)
321{
322  Vector accel(0.0, 0.0, 0.0);
323  /*
324  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
325  */
326  //float rotVal = 0.0;
327  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
328  /* calculate the direction in which the craft is heading  */
329
330  Plane plane(Vector(0,1,0), Vector(0,0,0));
331
332  if( this->bUp )
333   {
334     //this->shiftCoor(this->getAbsDirX());
335      accel += (this->getAbsDirX())*2;
336
337      /* Heli-Steuerung
338         accel += (this->getAbsDirX()*2;
339         if(
340      */
341   }
342
343  if( this->bDown )
344   {
345     //this->shiftCoor((this->getAbsDirX())*-1);
346     accel -= (this->getAbsDirX())*2;
347   }
348
349  if( this->bLeft/* > -this->getRelCoor().z*2*/)
350  {
351    this->shiftDir(Quaternion(time, Vector(0,1,0)));
352//    accel -= rightDirection;
353    //velocityDir.normalize();
354    //rot +=Vector(1,0,0);
355    //rotVal -= .4;
356  }
357  if( this->bRight /* > this->getRelCoor().z*2*/)
358  {
359    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
360
361    //    accel += rightDirection;
362    //velocityDir.normalize();
363    //rot += Vector(1,0,0);
364    //rotVal += .4;
365  }
366
367
368  if( this->bRollL /* > -this->getRelCoor().z*2*/)
369  {
370    mouseDir *= Quaternion(-time, Vector(1,0,0));
371//    accel -= rightDirection;
372    //velocityDir.normalize();
373    //rot +=Vector(1,0,0);
374    //rotVal -= .4;
375  }
376  if( this->bRollR /* > this->getRelCoor().z*2*/)
377  {
378    mouseDir *= Quaternion(time, Vector(1,0,0));
379
380    //    accel += rightDirection;
381    //velocityDir.normalize();
382    //rot += Vector(1,0,0);
383    //rotVal += .4;
384  }
385  if (this->bAscend )
386  {
387    this->shiftDir(Quaternion(time, Vector(0,0,1)));
388
389//    accel += upDirection;
390    //velocityDir.normalize();
391    //rot += Vector(0,0,1);
392    //rotVal += .4;
393  }
394  if (this->bDescend )
395  {
396    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
397
398    //    accel -= upDirection;
399    //velocityDir.normalize();
400    //rot += Vector(0,0,1);
401    //rotVal -= .4;
402  }
403
404  velocity += accel;
405  //rot.normalize();
406  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
407}
408
409/**
410 * weapon manipulation by the player
411*/
412void SpaceShip::weaponAction()
413{
414  if( this->bFire)
415    {
416      this->getWeaponManager()->fire();
417    }
418}
419
420/**
421 * @todo switch statement ??
422 */
423void SpaceShip::process(const Event &event)
424{
425
426
427  if( event.type == SDLK_a)
428      this->bRollL = event.bPressed;
429  else if( event.type == SDLK_d)
430      this->bRollR = event.bPressed;
431  else if( event.type == KeyMapper::PEV_FIRE1)
432      this->bFire = event.bPressed;
433  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
434    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
435  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
436    this->getWeaponManager()->previousWeaponConfig();
437  else if( event.type == SDLK_w)
438    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
439  else if( event.type == SDLK_s)
440    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
441  else if( event.type == EV_MOUSE_MOTION)
442  {
443    this->xMouse = event.xRel;
444    this->yMouse = event.yRel;
445    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
446   // if( xMouse*xMouse + yMouse*yMouse < 0.9)
447     //this->setAbsDir(mouseDir);
448  }
449}
450
451/**
452 *
453 */
454bool SpaceShip::pickup(PowerUp* powerUp)
455{
456  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
457    Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon();
458    WeaponManager* manager = this->getWeaponManager();
459    int slot = manager->getNextFreeSlot(0, weapon->getCapability());
460    if(slot >= 0) {
461      manager->addWeapon(weapon, 0, slot);
462      return true;
463    }
464  }
465  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
466    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
467    switch(ppu->getType()) {
468      case PARAM_SHIELD:
469        break;
470    }
471  }
472  return false;
473}
474
475#include "weapons/aiming_turret.h"
476// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
477void SpaceShip::ADDWEAPON()
478{
479  Weapon* turret = NULL;
480
481  if ((float)rand()/RAND_MAX < .1)
482  {
483    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
484    {
485      turret = new Turret();
486      this->getWeaponManager()->addWeapon(turret, 2);
487      this->getWeaponManager()->changeWeaponConfig(2);
488    }
489  }
490  else
491  {
492    //if (this->getWeaponManager()->hasFreeSlot(3))
493    {
494      turret = new AimingTurret();
495      this->getWeaponManager()->addWeapon(turret, 3);
496
497      this->getWeaponManager()->changeWeaponConfig(3);
498    }
499  }
500
501  if(turret != NULL)
502  {
503    turret->setName("Turret");
504    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
505  }
506}
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