Changeset 5878 in orxonox.OLD for branches/spaceshipcontrol
- Timestamp:
- Dec 2, 2005, 6:07:01 PM (19 years ago)
- Location:
- branches/spaceshipcontrol/src/world_entities
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/spaceshipcontrol/src/world_entities/playable.h
r5877 r5878 26 26 27 27 void init(); 28 void loadParams(const TiXmlElement* root);29 28 30 29 virtual void addWeapon(Weapon* weapon ) {}//= 0; -
branches/spaceshipcontrol/src/world_entities/space_ships/space_ship.cc
r5837 r5878 10 10 11 11 ### File Specific: 12 main-programmer: 13 14 */ 15 12 main-programmer: Benjamin Knecht 13 co-programmer: ... 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 31 using namespace std; 32 33 CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP); 34 35 /** 36 * creates the controlable Spaceship 37 */ 38 SpaceShip::SpaceShip() 39 { 40 this->init(); 41 } 42 43 /** 44 * destructs the spaceship, deletes alocated memory 45 */ 46 SpaceShip::~SpaceShip () 47 { 48 /* do not delete the weapons, they are contained in the pnode tree 49 and will be deleted there. 50 this only frees the memory allocated to save the list. 51 */ 52 delete this->weaponMan; 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 */ 59 SpaceShip::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 */ 79 SpaceShip::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::getFirst()->fabricate(CL_CANNON)); 91 92 cannon->setName("BFG"); 93 94 this->weaponMan->addWeapon(wpLeft, 1, 0); 95 this->weaponMan->addWeapon(wpRight,1 ,1); 96 this->weaponMan->addWeapon(cannon, 0, 6); 97 98 //this->weaponMan->addWeapon(turret, 3, 0); 99 100 this->weaponMan->changeWeaponConfig(1); 101 } 102 103 104 /** 105 * initializes a Spaceship 106 */ 107 void 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 travelSpeed = 15.0; 114 bUp = bDown = bLeft = bRight = bAscend = bDescend = false; 115 bFire = false; 116 acceleration = 10.0; 117 118 // GLGuiButton* button = new GLGuiPushButton(); 119 // button->show(); 120 // button->setLabel("orxonox"); 121 // button->setBindNode(this); 122 123 this->weaponMan = new WeaponManager(this); 124 this->weaponMan->setSlotCount(7); 125 126 this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); 127 this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 128 129 this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); 130 this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 131 132 this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); 133 this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); 134 135 this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); 136 this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); 137 138 this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); 139 this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); 140 141 this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); 142 this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); 143 // 144 this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); 145 this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 146 // 147 // this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); 148 // this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); 149 // 150 // this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); 151 // this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: 152 153 } 154 155 /** 156 * loads the Settings of a SpaceShip from an XML-element. 157 * @param root the XML-element to load the Spaceship's properties from 158 */ 159 void SpaceShip::loadParams(const TiXmlElement* root) 160 { 161 static_cast<WorldEntity*>(this)->loadParams(root); 162 } 163 164 165 /** 166 * adds a weapon to the weapon list of the spaceship 167 * @param weapon to add 168 */ 169 void SpaceShip::addWeapon(Weapon* weapon) 170 { 171 this->weaponMan->addWeapon(weapon); 172 } 173 174 175 /** 176 * removes a weapon from the spaceship 177 * @param weapon to remove 178 */ 179 void SpaceShip::removeWeapon(Weapon* weapon) 180 { 181 this->weaponMan->removeWeapon(weapon); 182 } 183 184 /** 185 * effect that occurs after the SpaceShip is spawned 186 */ 187 void SpaceShip::postSpawn () 188 { 189 //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); 190 } 191 192 /** 193 * the action occuring if the spaceship left the game 194 */ 195 void SpaceShip::leftWorld () 196 {} 197 198 WorldEntity* ref = NULL; 199 /** 200 * this function is called, when two entities collide 201 * @param entity: the world entity with whom it collides 202 * 203 * Implement behaviour like damage application or other miscellaneous collision stuff in this function 204 */ 205 void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) 206 { 207 if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) 208 { 209 this->ADDWEAPON(); 210 ref = entity; 211 } 212 // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); 213 } 214 215 /** 216 * draws the spaceship after transforming it. 217 */ 218 void SpaceShip::draw () const 219 { 220 glMatrixMode(GL_MODELVIEW); 221 glPushMatrix(); 222 /* translate */ 223 glTranslatef (this->getAbsCoor ().x, 224 this->getAbsCoor ().y, 225 this->getAbsCoor ().z); 226 /* rotate */ 227 Vector tmpRot = this->getAbsDir().getSpacialAxis(); 228 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 229 this->model->draw(); 230 glPopMatrix(); 231 232 this->weaponMan->draw(); 233 234 //this->debug(0); 235 } 236 237 /** 238 * the function called for each passing timeSnap 239 * @param time The timespan passed since last update 240 */ 241 void SpaceShip::tick (float time) 242 { 243 // spaceship controlled movement 244 this->move(time); 245 246 this->weaponMan->tick(time); 247 // weapon system manipulation 248 this->weaponAction(); 249 } 250 251 /** 252 * action if spaceship moves 253 * @param time the timeslice since the last frame 254 */ 255 void SpaceShip::move (float time) 256 { 257 Vector accel(0.0, 0.0, 0.0); 258 Vector rot(0.0, 0.0, 0.0); 259 float rotVal = 0.0; 260 /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ 261 /* calculate the direction in which the craft is heading */ 262 Vector direction (1.0, 0.0, 0.0); 263 //direction = this->absDirection.apply (direction); 264 Vector orthDirection (0.0, 0.0, 1.0); 265 //orthDirection = orthDirection.cross (direction); 266 267 if( this->bUp && this->getRelCoor().x < 20) 268 accel += direction; 269 if( this->bDown && this->getRelCoor().x > -5) 270 accel -= direction; 271 272 if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) 273 { 274 accel -=(orthDirection); 275 rot +=Vector(1,0,0); 276 rotVal -= .4; 277 } 278 if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) 279 { 280 accel += orthDirection; 281 rot += Vector(1,0,0); 282 rotVal += .4; 283 } 284 if (this->bAscend ) 285 { 286 accel += Vector(0,1,0); 287 rot += Vector(0,0,1); 288 rotVal += .4; 289 } 290 if (this->bDescend ) 291 { 292 accel -= Vector(0,1,0); 293 rot += Vector(0,0,1); 294 rotVal -= .4; 295 } 296 297 Vector move = accel * time *acceleration; 298 299 /* if (accel.z < 0) 300 this->setRelDirSoft(Quaternion(-.4, accel), 5); 301 else if (accel.z > 0) 302 this->setRelDirSoft(Quaternion(.4, accel), 5); 303 else*/ 304 rot.normalize(); 305 this->setRelDirSoft(Quaternion(rotVal, rot), 5); 306 this->shiftCoor (move); 307 } 308 309 /** 310 * weapon manipulation by the player 311 */ 312 void SpaceShip::weaponAction() 313 { 314 if( this->bFire) 315 { 316 this->weaponMan->fire(); 317 } 318 } 319 320 /** 321 * @todo switch statement ?? 322 */ 323 void SpaceShip::process(const Event &event) 324 { 325 if( event.type == KeyMapper::PEV_UP) 326 this->bUp = event.bPressed; 327 else if( event.type == KeyMapper::PEV_DOWN) 328 this->bDown = event.bPressed; 329 else if( event.type == KeyMapper::PEV_RIGHT) 330 this->bRight= event.bPressed; 331 else if( event.type == KeyMapper::PEV_LEFT) 332 this->bLeft = event.bPressed; 333 else if( event.type == KeyMapper::PEV_FIRE1) 334 this->bFire = event.bPressed; 335 else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) 336 this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; 337 else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) 338 this->weaponMan->previousWeaponConfig(); 339 340 else if( event.type == SDLK_PAGEUP) 341 this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); 342 else if( event.type == SDLK_PAGEDOWN) 343 this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); 344 } 345 346 #include "weapons/aiming_turret.h" 347 // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG 348 void SpaceShip::ADDWEAPON() 349 { 350 Weapon* turret = NULL; 351 352 if ((float)rand()/RAND_MAX < .1) 353 { 354 //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET)) 355 { 356 turret = new Turret(); 357 this->weaponMan->addWeapon(turret, 2); 358 this->weaponMan->changeWeaponConfig(2); 359 } 360 } 361 else 362 { 363 //if (this->weaponMan->hasFreeSlot(3)) 364 { 365 turret = new AimingTurret(); 366 this->weaponMan->addWeapon(turret, 3); 367 368 this->weaponMan->changeWeaponConfig(3); 369 } 370 } 371 372 if(turret != NULL) 373 { 374 turret->setName("Turret"); 375 turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); 376 } 377 } -
branches/spaceshipcontrol/src/world_entities/space_ships/space_ship.h
r5837 r5878 1 /*! 2 * @file space_ship.h 3 * Implements the Control of a Spaceship 4 */ 5 6 #ifndef _PLAYER_H 7 #define _PLAYER_H 8 9 #include "playable.h" 10 11 template<class T> class tList; 12 class Vector; 13 class Event; 14 15 class SpaceShip : public Playable 16 { 17 18 public: 19 20 SpaceShip(); 21 SpaceShip(const char* fileName); 22 SpaceShip(const TiXmlElement* root); 23 virtual ~SpaceShip(); 24 25 void init(); 26 void loadParams(const TiXmlElement* root); 27 28 void addWeapon(Weapon* weapon ); 29 void removeWeapon(Weapon* weapon); 30 31 virtual void postSpawn(); 32 virtual void leftWorld(); 33 34 virtual void collidesWith(WorldEntity* entity, const Vector& location); 35 virtual void tick(float time); 36 virtual void draw() const; 37 38 void process(const Event &event); 39 40 41 42 private: 43 44 void move(float time); 45 void weaponAction(); 46 47 // !! temporary !! 48 void ADDWEAPON(); 49 50 bool bUp; //!< up button pressed. 51 bool bDown; //!< down button pressed. 52 bool bLeft; //!< left button pressed. 53 bool bRight; //!< right button pressed. 54 bool bAscend; //!< ascend button pressed. 55 bool bDescend; //!< descend button presses. 56 bool bFire; //!< fire button pressed. 57 58 Vector velocity; //!< the velocity of the player. 59 float travelSpeed; //!< the current speed of the player (to make soft movement) 60 float acceleration; //!< the acceleration of the player. 61 62 }; 63 64 #endif /* _PLAYABLE_H */
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