| [157] | 1 | /* | 
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 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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 | 3 |  * | 
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 | 4 |  * | 
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 | 5 |  *   License notice: | 
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 | 6 |  * | 
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 | 7 |  *   This program is free software: you can redistribute it and/or modify | 
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 | 8 |  *   it under the terms of the GNU General Public License as published by | 
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 | 9 |  *   the Free Software Foundation, either version 3 of the License, or | 
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 | 10 |  *   (at your option) any later version. | 
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 | 11 |  * | 
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 | 12 |  *   This program is distributed in the hope that it will be useful, | 
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 | 13 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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 | 14 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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 | 15 |  *   GNU General Public License for more details. | 
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 | 16 |  * | 
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 | 17 |  *   You should have received a copy of the GNU General Public License | 
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 | 18 |  *   along with this program.  If not, see <http://www.gnu.org/licenses/>. | 
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 | 19 |  * | 
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 | 20 |  * | 
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 | 21 |  *   Author: | 
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 | 22 |  *      Reto Grieder | 
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 | 23 |  *   Co-authors: | 
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 | 24 |  *      ... | 
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 | 25 |  * | 
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 | 26 |  */ | 
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 | 27 |  | 
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| [194] | 28 | #include "OgreMath.h" | 
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 | 29 | #include "OgreVector3.h" | 
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 | 30 | #include "OgreQuaternion.h" | 
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| [161] | 31 | #include "OgreSceneNode.h" | 
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 | 32 | #include "OgreEntity.h" | 
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| [194] | 33 | #include "OgreSceneManager.h" | 
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| [157] | 34 |  | 
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| [189] | 35 | #include "inertial_node.h" | 
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| [193] | 36 | #include "weapon/bullet.h" | 
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 | 37 | #include "weapon/bullet_manager.h" | 
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| [198] | 38 | #include "weapon/weapon_station.h" | 
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 | 39 | #include "weapon/base_weapon.h" | 
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 | 40 | #include "weapon/ammunition_dump.h" | 
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| [157] | 41 |  | 
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 | 42 | #include "orxonox_ship.h" | 
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 | 43 |  | 
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| [169] | 44 |  | 
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 | 45 | namespace orxonox { | 
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| [161] | 46 |   using namespace Ogre; | 
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| [189] | 47 |   using namespace weapon; | 
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| [157] | 48 |  | 
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| [161] | 49 |   /** | 
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 | 50 |   * Base class for any kind of flyable ship in Orxonox. | 
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 | 51 |   *  | 
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 | 52 |   * The ship offers steering methods (like left, right, etc.) and translates | 
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 | 53 |   * them into movement. A ship can also hold more than one weapons (where each | 
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 | 54 |   * of these can be replaced during the game). This means that a ship can have | 
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 | 55 |   * many WeaponManagers but only one MunitionManager (independant object that | 
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 | 56 |   * is referenced in each WeaponManager). | 
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 | 57 |   * Furthermore a ship in Orxonox is responsible for its visualization, which is | 
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 | 58 |   * why it receives a pointer to the SceneManager. | 
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 | 59 |   */ | 
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| [157] | 60 |  | 
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 | 61 |  | 
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| [161] | 62 |   /** | 
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 | 63 |   * Standard constructor, that only initalizes a few variables. Some of them | 
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 | 64 |   * could be made static, since any new ship would be derived from the BaseShip. | 
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 | 65 |   * Or even better: write config files for each ship so that manipulating | 
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 | 66 |   * its properties would be even easier. | 
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 | 67 |   * @param mSceneMgr The current main SceneManager | 
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 | 68 |   * @param mNode The scene node which the ship will be attached to later. | 
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 | 69 |   */ | 
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| [177] | 70 |   OrxonoxShip::OrxonoxShip(SceneManager *sceneMgr, SceneNode *node, | 
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 | 71 |         BulletManager *bulletManager) | 
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| [198] | 72 |               : sceneMgr_(sceneMgr), | 
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| [161] | 73 |         baseThrust_(1000), currentThrust_(Vector3::ZERO), | 
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| [198] | 74 |         objectCounter_(0), bulletManager_(bulletManager) | 
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| [161] | 75 |   { | 
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| [189] | 76 |     rootNode_ = new InertialNode(node, Vector3::ZERO); | 
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| [161] | 77 |   } | 
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| [157] | 78 |  | 
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 | 79 |  | 
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| [161] | 80 |   /** | 
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 | 81 |   * Standard destructor. | 
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 | 82 |   * Doesn't have any work to do yet. | 
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 | 83 |   */ | 
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 | 84 |   OrxonoxShip::~OrxonoxShip() | 
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 | 85 |   { | 
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| [177] | 86 |     if (mainWeapon_) | 
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 | 87 |       delete mainWeapon_; | 
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| [198] | 88 |     if (railGunStation_) | 
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 | 89 |       delete railGunStation_; | 
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| [189] | 90 |     if (rootNode_) | 
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 | 91 |       delete rootNode_; | 
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| [161] | 92 |   } | 
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| [157] | 93 |  | 
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 | 94 |  | 
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| [161] | 95 |   /** | 
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 | 96 |   * Initialises everything. | 
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 | 97 |   * Once that ResourceGroups are organised, this method loads them. | 
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 | 98 |   * It might be an idea to make this function static in order for the | 
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 | 99 |   * SceneManger to call the initialise method of every needed class (macros..) | 
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 | 100 |   * @return Returns false when failed. | 
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 | 101 |   */ | 
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 | 102 |   bool OrxonoxShip::initialise() | 
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 | 103 |   { | 
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 | 104 |           // load all the resources needed (no resource groups yet, | 
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 | 105 |     // so the allInit is not executed!) | 
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 | 106 |           // ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); | 
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| [157] | 107 |  | 
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| [161] | 108 |           // create the "space ship" (currently a fish..) | 
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 | 109 |           // TODO: names must be unique! use static variables.. | 
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 | 110 |           shipEntity_ = sceneMgr_->createEntity("Ship", "fish.mesh"); | 
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| [189] | 111 |           InertialNode *fishNode = rootNode_->createChildNode(); | 
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 | 112 |     fishNode->getSceneNode()->yaw(Degree(-90)); | 
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 | 113 |           fishNode->getSceneNode()->attachObject(shipEntity_); | 
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 | 114 |           fishNode->getSceneNode()->setScale(Vector3(10, 10, 10)); | 
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| [157] | 115 |  | 
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| [169] | 116 |     // initialise weapon(s) | 
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| [198] | 117 |     ammoDump_ = new AmmunitionDump(420); | 
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 | 118 |     ammoDump_->store(420); | 
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 | 119 |  | 
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| [189] | 120 |     InertialNode *mainWeaponNode = rootNode_->createChildNode(); | 
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| [198] | 121 |     mainWeapon_ = new BaseWeapon(sceneMgr_, mainWeaponNode, | 
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 | 122 |           bulletManager_, ammoDump_); | 
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| [169] | 123 |  | 
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| [198] | 124 |     railGunStation_ = new WeaponStation(4); | 
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 | 125 |     railGunStation_->addWeapon(mainWeapon_); | 
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 | 126 |     railGunStation_->selectWeapon(0); | 
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 | 127 |  | 
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| [161] | 128 |           return true; | 
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 | 129 |   } | 
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| [157] | 130 |  | 
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 | 131 |  | 
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| [161] | 132 |   /** | 
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 | 133 |   * Gets the ship to accelerate in the current direction. | 
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| [177] | 134 |   * The value should be between 0 and 1, with one beeing full thrust and 0 none | 
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| [161] | 135 |   * @param value Acceleration between 0 and 1 | 
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 | 136 |   */ | 
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 | 137 |   void OrxonoxShip::setMainThrust(const Real value) | 
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 | 138 |   { | 
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 | 139 |     currentThrust_.z = value * baseThrust_; | 
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 | 140 |   } | 
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| [159] | 141 |  | 
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 | 142 |  | 
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| [161] | 143 |   /** | 
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 | 144 |   * Gets the ship to accelerate sideways regarding the current direction. | 
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| [177] | 145 |   * The value should be between 0 and 1, with one beeing full thrust and 0 none | 
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| [161] | 146 |   * @param value Acceleration between 0 and 1 | 
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 | 147 |   */ | 
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 | 148 |   void OrxonoxShip::setSideThrust(const Real value) | 
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 | 149 |   { | 
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 | 150 |     currentThrust_.x = value * baseThrust_; | 
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 | 151 |   } | 
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| [157] | 152 |  | 
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 | 153 |  | 
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| [161] | 154 |   /** | 
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 | 155 |   * Gets the ship to accelerate up and down. | 
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| [177] | 156 |   * The value should be between 0 and 1, with one beeing full thrust and 0 none | 
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| [161] | 157 |   * @param value Acceleration between 0 and 1 | 
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 | 158 |   */ | 
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 | 159 |   void OrxonoxShip::setYThrust(const Real value) | 
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 | 160 |   { | 
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 | 161 |     currentThrust_.y = value * baseThrust_; | 
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 | 162 |   } | 
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| [157] | 163 |  | 
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 | 164 |  | 
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| [161] | 165 |   /** | 
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 | 166 |   * Rotate the ship along with the camera up and down. | 
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 | 167 |   * @param angle Pitch value. | 
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 | 168 |   */ | 
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 | 169 |   void OrxonoxShip::turnUpAndDown(const Radian &angle) | 
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 | 170 |   { | 
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| [189] | 171 |     rootNode_->getSceneNode()->pitch(-angle, Node::TS_LOCAL); | 
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| [161] | 172 |   } | 
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| [159] | 173 |  | 
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 | 174 |  | 
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| [161] | 175 |   /** | 
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 | 176 |   * Rotate the ship along with the camera left and right. | 
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 | 177 |   * @param angle Yaw value. | 
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 | 178 |   */ | 
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 | 179 |   void OrxonoxShip::turnLeftAndRight(const Radian &angle) | 
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 | 180 |   { | 
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| [189] | 181 |     rootNode_->getSceneNode()->yaw(-angle, Node::TS_PARENT); | 
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| [161] | 182 |   } | 
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| [159] | 183 |  | 
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| [157] | 184 |  | 
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| [161] | 185 |   /** | 
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 | 186 |   * Returns the current speed of the ship according to its parent node. | 
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 | 187 |   * @return The current speed. | 
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 | 188 |   */ | 
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 | 189 |   Vector3 OrxonoxShip::getSpeed() | 
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 | 190 |   { | 
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| [189] | 191 |     return rootNode_->getSpeed(); | 
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| [161] | 192 |   } | 
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| [157] | 193 |  | 
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| [161] | 194 |   /** | 
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 | 195 |   * Returns the ship's root SceneNode. | 
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 | 196 |   * @return The Root Node. | 
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 | 197 |   */ | 
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| [189] | 198 |   InertialNode* OrxonoxShip::getRootNode() | 
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| [161] | 199 |   { | 
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 | 200 |     return rootNode_; | 
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 | 201 |   } | 
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| [157] | 202 |  | 
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 | 203 |  | 
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| [161] | 204 |   /** | 
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 | 205 |   * Fire a bullet (Entity with SceneNode). | 
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 | 206 |   * This method creates a new Entity plus a SceneNode. But be sure not make | 
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 | 207 |   * the new Node a child of RootNode_! | 
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 | 208 |   * @return Bullet containing speed and entity. | 
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 | 209 |   */ | 
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| [198] | 210 |   BaseWeapon* OrxonoxShip::getMainWeapon() | 
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| [161] | 211 |   { | 
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| [194] | 212 |     return mainWeapon_; | 
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| [161] | 213 |   } | 
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 | 214 |  | 
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 | 215 |  | 
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| [198] | 216 |   int OrxonoxShip::getAmmoStock() | 
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 | 217 |   { | 
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 | 218 |     return ammoDump_->getStockSize(); | 
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 | 219 |   } | 
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 | 220 |  | 
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 | 221 |  | 
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| [161] | 222 |   /** | 
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 | 223 |   * Standard tick() function. | 
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 | 224 |   * Currently, only the speed is applied according to the thrust values. | 
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 | 225 |   * @param time Absolute time. | 
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 | 226 |   * @param deltaTime Relative time. | 
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 | 227 |   * @return Return true to continue render | 
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 | 228 |   */ | 
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 | 229 |   bool OrxonoxShip::tick(unsigned long time, Real deltaTime) | 
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 | 230 |   { | 
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| [177] | 231 |     mainWeapon_->tick(time, deltaTime); | 
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 | 232 |  | 
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| [189] | 233 |     Quaternion quad = rootNode_->getSceneNode()->getOrientation(); | 
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| [161] | 234 |     quad.normalise(); | 
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| [189] | 235 |     rootNode_->addSpeed(quad * (Vector3(-1, -1, -1) * currentThrust_) * deltaTime); | 
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| [161] | 236 |  | 
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| [189] | 237 |     rootNode_->getSceneNode()->translate(rootNode_->getSpeed() * deltaTime); | 
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| [161] | 238 |  | 
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 | 239 |           return true; | 
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 | 240 |   } | 
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 | 241 |  | 
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| [157] | 242 | } | 
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