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source: orxonox.OLD/branches/spaceshipcontrol/src/world_entities/space_ships/space_ship.cc @ 6391

Last change on this file since 6391 was 6391, checked in by bknecht, 18 years ago

Control: finetuning and corrections of helicopter and spaceship

File size: 13.0 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  this->attachCamera();
196
197
198}
199
200void SpaceShip::leave()
201{
202  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
203  this->detachCamera();
204
205
206}
207
208/**
209 * adds a weapon to the weapon list of the spaceship
210 * @param weapon to add
211*/
212void SpaceShip::addWeapon(Weapon* weapon)
213{
214  this->getWeaponManager()->addWeapon(weapon);
215}
216
217
218/**
219 *  removes a weapon from the spaceship
220 * @param weapon to remove
221*/
222void SpaceShip::removeWeapon(Weapon* weapon)
223{
224  this->getWeaponManager()->removeWeapon(weapon);
225}
226
227/**
228 *  effect that occurs after the SpaceShip is spawned
229*/
230void SpaceShip::postSpawn ()
231{
232  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
233}
234
235/**
236 *  the action occuring if the spaceship left the game
237*/
238void SpaceShip::leftWorld ()
239{}
240
241WorldEntity* ref = NULL;
242/**
243 *  this function is called, when two entities collide
244 * @param entity: the world entity with whom it collides
245 *
246 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
247 */
248void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
249{
250  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
251  {
252    this->ADDWEAPON();
253    ref = entity;
254    }
255//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
256}
257
258/**
259 *  draws the spaceship after transforming it.
260*/
261void SpaceShip::draw () const
262{
263  this->drawLODsafe();
264
265  this->getWeaponManager()->draw();
266
267  //this->debug(0);
268}
269
270/**
271 *  the function called for each passing timeSnap
272 * @param time The timespan passed since last update
273*/
274void SpaceShip::tick (float time)
275{
276
277  // spaceship controlled movement
278  this->calculateVelocity(time);
279
280  Vector move = (velocity)*time;
281
282  //orient the velocity in the direction of the spaceship.
283  travelSpeed = velocity.len();
284  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
285  velocity = (velocity.getNormalized())*travelSpeed;
286
287  //orient the spaceship in direction of the mouse
288   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 1);
289   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
290    this->setAbsDir( rotQuat);
291   //this->setAbsDirSoft(mouseDir,5);
292
293  // this is the air friction (necessary for a smooth control)
294  if(velocity.len() != 0) velocity -= velocity*0.01;
295
296  //hoover effect
297  cycle += time;
298  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
299
300  //readjust
301 
302  /*
303    In the game "Yager" the spaceship gets readjusted when the player moves the mouse.
304    I (bknecht) go and check it out how they do it, we could probably use this also in Orxonox.
305  */
306  //if (xMouse != 0 && yMouse != 0)
307 
308  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
309  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
310
311  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
312
313  this->shiftCoor (move);
314
315  this->getWeaponManager()->tick(time);
316  // weapon system manipulation
317  this->weaponAction();
318}
319
320/**
321 *  calculate the velocity
322 * @param time the timeslice since the last frame
323*/
324void SpaceShip::calculateVelocity (float time)
325{
326  Vector accel(0.0, 0.0, 0.0);
327  /*
328  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
329  */
330  //float rotVal = 0.0;
331  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
332  /* calculate the direction in which the craft is heading  */
333
334  Plane plane(Vector(0,1,0), Vector(0,0,0));
335
336  if( this->bUp )
337   {
338     //this->shiftCoor(this->getAbsDirX());
339      accel += (this->getAbsDirX())*2;
340
341      /* Heli-Steuerung
342         accel += (this->getAbsDirX()*2;
343         if(
344      */
345   }
346
347  if( this->bDown )
348   {
349     //this->shiftCoor((this->getAbsDirX())*-1);
350     accel -= (this->getAbsDirX())*2;
351   }
352
353  if( this->bLeft/* > -this->getRelCoor().z*2*/)
354  {
355    this->shiftDir(Quaternion(time, Vector(0,1,0)));
356//    accel -= rightDirection;
357    //velocityDir.normalize();
358    //rot +=Vector(1,0,0);
359    //rotVal -= .4;
360  }
361  if( this->bRight /* > this->getRelCoor().z*2*/)
362  {
363    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
364
365    //    accel += rightDirection;
366    //velocityDir.normalize();
367    //rot += Vector(1,0,0);
368    //rotVal += .4;
369  }
370
371
372  if( this->bRollL /* > -this->getRelCoor().z*2*/)
373  {
374    mouseDir *= Quaternion(-time, Vector(1,0,0));
375//    accel -= rightDirection;
376    //velocityDir.normalize();
377    //rot +=Vector(1,0,0);
378    //rotVal -= .4;
379  }
380  if( this->bRollR /* > this->getRelCoor().z*2*/)
381  {
382    mouseDir *= Quaternion(time, Vector(1,0,0));
383
384    //    accel += rightDirection;
385    //velocityDir.normalize();
386    //rot += Vector(1,0,0);
387    //rotVal += .4;
388  }
389  if (this->bAscend )
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  if (this->bDescend )
399  {
400    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
401
402    //    accel -= upDirection;
403    //velocityDir.normalize();
404    //rot += Vector(0,0,1);
405    //rotVal -= .4;
406  }
407
408  velocity += accel;
409  //rot.normalize();
410  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
411}
412
413/**
414 * weapon manipulation by the player
415*/
416void SpaceShip::weaponAction()
417{
418  if( this->bFire)
419    {
420      this->getWeaponManager()->fire();
421    }
422}
423
424/**
425 * @todo switch statement ??
426 */
427void SpaceShip::process(const Event &event)
428{
429
430
431  if( event.type == SDLK_a)
432      this->bRollL = event.bPressed;
433  else if( event.type == SDLK_d)
434      this->bRollR = event.bPressed;
435  else if( event.type == KeyMapper::PEV_FIRE1)
436      this->bFire = event.bPressed;
437  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
438    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
439  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
440    this->getWeaponManager()->previousWeaponConfig();
441
442  else if( event.type == SDLK_w)
443    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
444  else if( event.type == SDLK_s)
445    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
446  else if( event.type == EV_MOUSE_MOTION)
447  {
448    this->xMouse = event.xRel;
449    this->yMouse = event.yRel;
450    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
451   // if( xMouse*xMouse + yMouse*yMouse < 0.9)
452     //this->setAbsDir(mouseDir);
453  }
454}
455
456#include "weapons/aiming_turret.h"
457// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
458void SpaceShip::ADDWEAPON()
459{
460  Weapon* turret = NULL;
461
462  if ((float)rand()/RAND_MAX < .1)
463  {
464    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
465    {
466      turret = new Turret();
467      this->getWeaponManager()->addWeapon(turret, 2);
468      this->getWeaponManager()->changeWeaponConfig(2);
469    }
470  }
471  else
472  {
473    //if (this->getWeaponManager()->hasFreeSlot(3))
474    {
475      turret = dynamic_cast<Weapon*>(Factory::fabricate(CL_TARGETING_TURRET));
476      if (turret != NULL)
477      this->getWeaponManager()->addWeapon(turret, 3);
478
479      this->getWeaponManager()->changeWeaponConfig(3);
480    }
481  }
482
483  if(turret != NULL)
484  {
485    turret->setName("Turret");
486    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
487  }
488}
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