| 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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| 28 | #include "OgreMath.h" | 
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| 29 | #include "OgreVector3.h" | 
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| 30 | #include "OgreQuaternion.h" | 
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| 31 | #include "OgreSceneNode.h" | 
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| 32 | #include "OgreEntity.h" | 
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| 33 | #include "OgreSceneManager.h" | 
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| 34 | #include "OgreParticleSystem.h" | 
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| 35 |  | 
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| 36 | #include "inertial_node.h" | 
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| 37 | #include "run_manager.h" | 
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| 38 | #include "weapon/bullet.h" | 
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| 39 | #include "weapon/bullet_manager.h" | 
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| 40 | #include "weapon/weapon_station.h" | 
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| 41 | #include "weapon/base_weapon.h" | 
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| 42 | #include "weapon/barrel_gun.h" | 
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| 43 | #include "weapon/ammunition_dump.h" | 
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| 44 |  | 
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| 45 | #include "orxonox_ship.h" | 
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| 46 |  | 
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| 47 |  | 
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| 48 | namespace orxonox { | 
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| 49 | using namespace Ogre; | 
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| 50 | using namespace weapon; | 
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| 51 |  | 
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| 52 | /** | 
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| 53 | * Base class for any kind of flyable ship in Orxonox. | 
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| 54 | * | 
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| 55 | * The ship offers steering methods (like left, right, etc.) and translates | 
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| 56 | * them into movement. A ship can also hold more than one weapons (where each | 
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| 57 | * of these can be replaced during the game). This means that a ship can have | 
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| 58 | * many WeaponManagers but only one MunitionManager (independant object that | 
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| 59 | * is referenced in each WeaponManager). | 
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| 60 | * Furthermore a ship in Orxonox is responsible for its visualization, which is | 
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| 61 | * why it receives a pointer to the SceneManager. | 
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| 62 | */ | 
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| 63 |  | 
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| 64 |  | 
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| 65 | /** | 
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| 66 | * Standard constructor, that only initalizes a few variables. Some of them | 
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| 67 | * could be made static, since any new ship would be derived from the BaseShip. | 
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| 68 | * Or even better: write config files for each ship so that manipulating | 
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| 69 | * its properties would be even easier. | 
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| 70 | * @param mSceneMgr The current main SceneManager | 
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| 71 | * @param mNode The scene node which the ship will be attached to later. | 
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| 72 | */ | 
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| 73 | OrxonoxShip::OrxonoxShip(SceneNode *node) | 
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| 74 | : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()), | 
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| 75 | bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()), | 
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| 76 | baseThrust_(1000), currentThrust_(Vector3::ZERO), objectCounter_(0) | 
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| 77 | { | 
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| 78 | rootNode_ = new InertialNode(node, Vector3::ZERO); | 
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| 79 | } | 
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| 80 |  | 
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| 81 |  | 
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| 82 | /** | 
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| 83 | * Standard destructor. | 
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| 84 | * Doesn't have any work to do yet. | 
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| 85 | */ | 
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| 86 | OrxonoxShip::~OrxonoxShip() | 
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| 87 | { | 
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| 88 | if (mainWeapon_) | 
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| 89 | delete mainWeapon_; | 
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| 90 | if (railGunStation_) | 
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| 91 | delete railGunStation_; | 
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| 92 | if (rootNode_) | 
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| 93 | delete rootNode_; | 
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| 94 | } | 
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| 95 |  | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | * Initialises everything. | 
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| 99 | * Once that ResourceGroups are organised, this method loads them. | 
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| 100 | * It might be an idea to make this function static in order for the | 
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| 101 | * SceneManger to call the initialise method of every needed class (macros..) | 
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| 102 | * @return Returns false when failed. | 
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| 103 | */ | 
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| 104 | bool OrxonoxShip::initialise() | 
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| 105 | { | 
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| 106 | // load all the resources needed (no resource groups yet, | 
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| 107 | // so the allInit is not executed!) | 
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| 108 | // ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); | 
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| 109 |  | 
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| 110 | // create the "space ship" (currently a fish..) | 
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| 111 | // TODO: names must be unique! use static variables.. | 
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| 112 | shipEntity_ = sceneMgr_->createEntity("Ship", "fish.mesh"); | 
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| 113 | InertialNode *fishNode = rootNode_->createChildNode(); | 
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| 114 | fishNode->getSceneNode()->yaw(Degree(-90)); | 
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| 115 | fishNode->getSceneNode()->attachObject(shipEntity_); | 
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| 116 | fishNode->getSceneNode()->setScale(Vector3(10, 10, 10)); | 
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| 117 |  | 
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| 118 | // initialise weapon(s) | 
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| 119 | ammoDump_ = new AmmunitionDump(); | 
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| 120 | ammoDump_->setDumpSize("Barrel", 1000); | 
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| 121 | ammoDump_->store("Barrel", 420); | 
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| 122 |  | 
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| 123 | InertialNode *mainWeaponNode = rootNode_->createChildNode(); | 
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| 124 | mainWeapon_ = new BarrelGun(mainWeaponNode, ammoDump_); | 
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| 125 |  | 
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| 126 | railGunStation_ = new WeaponStation(4); | 
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| 127 | railGunStation_->addWeapon(mainWeapon_); | 
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| 128 | railGunStation_->selectWeapon(0); | 
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| 129 |  | 
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| 130 | // create some nice effects | 
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| 131 |  | 
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| 132 | ParticleSystem *particles = RunManager::getSingletonPtr() | 
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| 133 | ->getSceneManagerPtr()->createParticleSystem("asdf", "Examples/Smoke"); | 
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| 134 |  | 
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| 135 | fishNode->getSceneNode()->attachObject(particles); | 
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| 136 |  | 
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| 137 |  | 
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| 138 |  | 
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| 139 |  | 
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| 140 | return true; | 
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| 141 | } | 
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| 142 |  | 
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| 143 |  | 
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| 144 | /** | 
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| 145 | * Gets the ship to accelerate in the current direction. | 
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| 146 | * The value should be between 0 and 1, with one beeing full thrust and 0 none | 
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| 147 | * @param value Acceleration between 0 and 1 | 
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| 148 | */ | 
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| 149 | void OrxonoxShip::setMainThrust(const Real value) | 
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| 150 | { | 
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| 151 | currentThrust_.z = value * baseThrust_; | 
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| 152 | } | 
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| 153 |  | 
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| 154 |  | 
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| 155 | /** | 
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| 156 | * Gets the ship to accelerate sideways regarding the current direction. | 
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| 157 | * The value should be between 0 and 1, with one beeing full thrust and 0 none | 
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| 158 | * @param value Acceleration between 0 and 1 | 
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| 159 | */ | 
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| 160 | void OrxonoxShip::setSideThrust(const Real value) | 
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| 161 | { | 
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| 162 | currentThrust_.x = value * baseThrust_; | 
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| 163 | } | 
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| 164 |  | 
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| 165 |  | 
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| 166 | /** | 
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| 167 | * Gets the ship to accelerate up and down. | 
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| 168 | * The value should be between 0 and 1, with one beeing full thrust and 0 none | 
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| 169 | * @param value Acceleration between 0 and 1 | 
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| 170 | */ | 
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| 171 | void OrxonoxShip::setYThrust(const Real value) | 
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| 172 | { | 
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| 173 | currentThrust_.y = value * baseThrust_; | 
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| 174 | } | 
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| 175 |  | 
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| 176 |  | 
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| 177 | /** | 
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| 178 | * Rotate the ship along with the camera up and down. | 
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| 179 | * @param angle Pitch value. | 
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| 180 | */ | 
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| 181 | void OrxonoxShip::turnUpAndDown(const Radian &angle) | 
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| 182 | { | 
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| 183 | rootNode_->getSceneNode()->pitch(-angle, Node::TS_LOCAL); | 
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| 184 | } | 
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| 185 |  | 
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| 186 |  | 
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| 187 | /** | 
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| 188 | * Rotate the ship along with the camera left and right. | 
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| 189 | * @param angle Yaw value. | 
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| 190 | */ | 
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| 191 | void OrxonoxShip::turnLeftAndRight(const Radian &angle) | 
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| 192 | { | 
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| 193 | rootNode_->getSceneNode()->yaw(-angle, Node::TS_PARENT); | 
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| 194 | } | 
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| 195 |  | 
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| 196 |  | 
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| 197 | /** | 
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| 198 | * Returns the current speed of the ship according to its parent node. | 
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| 199 | * @return The current speed. | 
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| 200 | */ | 
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| 201 | Vector3 OrxonoxShip::getSpeed() | 
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| 202 | { | 
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| 203 | return rootNode_->getSpeed(); | 
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| 204 | } | 
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| 205 |  | 
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| 206 | /** | 
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| 207 | * Returns the ship's root SceneNode. | 
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| 208 | * @return The Root Node. | 
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| 209 | */ | 
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| 210 | InertialNode* OrxonoxShip::getRootNode() | 
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| 211 | { | 
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| 212 | return rootNode_; | 
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| 213 | } | 
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| 214 |  | 
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| 215 |  | 
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| 216 | /** | 
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| 217 | * Fire a bullet (Entity with SceneNode). | 
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| 218 | * This method creates a new Entity plus a SceneNode. But be sure not make | 
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| 219 | * the new Node a child of RootNode_! | 
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| 220 | * @return Bullet containing speed and entity. | 
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| 221 | */ | 
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| 222 | BaseWeapon* OrxonoxShip::getMainWeapon() | 
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| 223 | { | 
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| 224 | return mainWeapon_; | 
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| 225 | } | 
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| 226 |  | 
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| 227 |  | 
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| 228 | int OrxonoxShip::getAmmoStock() | 
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| 229 | { | 
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| 230 | return ammoDump_->getStockSize("Barrel"); | 
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| 231 | } | 
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| 232 |  | 
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| 233 |  | 
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| 234 | /** | 
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| 235 | * Standard tick() function. | 
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| 236 | * Currently, only the speed is applied according to the thrust values. | 
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| 237 | * @param time Absolute time. | 
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| 238 | * @param deltaTime Relative time. | 
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| 239 | * @return Return true to continue render | 
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| 240 | */ | 
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| 241 | bool OrxonoxShip::tick(unsigned long time, Real deltaTime) | 
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| 242 | { | 
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| 243 | mainWeapon_->tick(time, deltaTime); | 
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| 244 |  | 
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| 245 | Quaternion quad = rootNode_->getSceneNode()->getOrientation(); | 
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| 246 | quad.normalise(); | 
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| 247 | rootNode_->addSpeed(quad * (Vector3(-1, -1, -1) * currentThrust_) * deltaTime); | 
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| 248 |  | 
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| 249 | rootNode_->getSceneNode()->translate(rootNode_->getSpeed() * deltaTime); | 
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| 250 |  | 
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| 251 | return true; | 
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| 252 | } | 
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| 253 |  | 
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| 254 | } | 
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