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Changeset 5878 in orxonox.OLD for branches/spaceshipcontrol


Ignore:
Timestamp:
Dec 2, 2005, 6:07:01 PM (19 years ago)
Author:
bknecht
Message:

implemented space_ship control

Location:
branches/spaceshipcontrol/src/world_entities
Files:
3 edited

Legend:

Unmodified
Added
Removed
  • branches/spaceshipcontrol/src/world_entities/playable.h

    r5877 r5878  
    2626
    2727    void init();
    28     void loadParams(const TiXmlElement* root);
    2928
    3029    virtual void addWeapon(Weapon* weapon )  {}//= 0;
  • branches/spaceshipcontrol/src/world_entities/space_ships/space_ship.cc

    r5837 r5878  
    1010
    1111### 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
     31using namespace std;
     32
     33CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
     34
     35/**
     36 *  creates the controlable Spaceship
     37 */
     38SpaceShip::SpaceShip()
     39{
     40        this->init();
     41}
     42
     43/**
     44 *  destructs the spaceship, deletes alocated memory
     45 */
     46SpaceShip::~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 */
     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::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 */
     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  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 */
     159void 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*/
     169void 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*/
     179void SpaceShip::removeWeapon(Weapon* weapon)
     180{
     181  this->weaponMan->removeWeapon(weapon);
     182}
     183
     184/**
     185 *  effect that occurs after the SpaceShip is spawned
     186*/
     187void 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*/
     195void SpaceShip::leftWorld ()
     196{}
     197
     198WorldEntity* 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 */
     205void 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*/
     218void 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*/
     241void 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*/
     255void 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*/
     312void SpaceShip::weaponAction()
     313{
     314  if( this->bFire)
     315    {
     316      this->weaponMan->fire();
     317    }
     318}
     319
     320/**
     321 * @todo switch statement ??
     322 */
     323void 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
     348void 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
     11template<class T> class tList;
     12class Vector;
     13class Event;
     14
     15class 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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