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source: orxonox.OLD/branches/presentation/src/world_entities/space_ships/spacecraft_2d.cc @ 9159

Last change on this file since 9159 was 9159, checked in by bensch, 18 years ago

added laser-cannon

File size: 15.5 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 Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "spacecraft_2d.h"
20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
26#include "util/loading/factory.h"
27#include "util/loading/load_param.h"
28#include "key_mapper.h"
29#include "state.h"
30
31#include "graphics_engine.h"
32#include "dot_emitter.h"
33#include "sprite_particles.h"
34
35#include "debug.h"
36
37#include "script_class.h"
38
39
40CREATE_FACTORY(Spacecraft2D, CL_SPACECRAFT_2D);
41
42
43CREATE_SCRIPTABLE_CLASS(Spacecraft2D, CL_SPACECRAFT_2D,
44                        addMethod("hasPlayer", ExecutorLua0ret<Playable,bool>(&Playable::hasPlayer))
45                        //Coordinates
46                        ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
47                        ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
48                        ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
49                        ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
50                        ->addMethod("setAirFriction", ExecutorLua1<Spacecraft2D, float>(&Spacecraft2D::setAirFriction))
51                       );
52
53/**
54 *  destructs the spacecraft_2d, deletes alocated memory
55 */
56Spacecraft2D::~Spacecraft2D ()
57{
58  this->setPlayer(NULL);
59  delete this->toTravelHeight;
60}
61
62/**
63 * @brief loads a Spacecraft2D information from a specified file.
64 * @param fileName the name of the File to load the spacecraft_2d from (absolute path)
65 */
66Spacecraft2D::Spacecraft2D(const std::string& fileName)
67{
68  this->init();
69  TiXmlDocument doc(fileName);
70
71  if(!doc.LoadFile())
72  {
73    PRINTF(2)("Loading file %s failed for Spacecraft2D.\n", fileName.c_str());
74    return;
75  }
76
77  this->loadParams(doc.RootElement());
78}
79
80/**
81 * @brief creates a new Spaceship from Xml Data
82 * @param root the xml element containing spaceship data
83
84   @todo add more parameters to load
85*/
86Spacecraft2D::Spacecraft2D(const TiXmlElement* root)
87{
88  this->init();
89  if (root != NULL)
90    this->loadParams(root);
91
92  //weapons:
93  Weapon* wpRight = dynamic_cast<Weapon*>(Factory::fabricate(CL_LASER_CANNON));
94  wpRight->setName("testGun Right");
95  Weapon* wpLeft = dynamic_cast<Weapon*>(Factory::fabricate(CL_LASER_CANNON));
96  wpLeft->setName("testGun Left");
97  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
98
99  //  cannon->setName("BFG");
100
101  this->addWeapon(wpLeft, 1, 0);
102  this->addWeapon(wpRight,1 ,1);
103  //this->addWeapon(cannon, 0, 2);
104
105  this->getWeaponManager().changeWeaponConfig(1);
106  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
107}
108
109
110/**
111 * @brief initializes a Spacecraft2D
112 */
113void Spacecraft2D::init()
114{
115  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
116  this->setClassID(CL_SPACECRAFT_2D, "Spacecraft2D");
117
118  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal );
119
120  bForward = bBackward = bLeft = bRight = false;
121  mouseSensitivity = 0.005;
122
123  this->cameraLook = 0.0f;
124  this->rotation = 0.0f;
125  this->acceleration = 20.0f;
126  this->airFriction = 0.0f;
127
128
129  this->setHealthMax(100);
130  this->setHealth(100);
131
132
133  /// 2D-MODE
134  this->toTravelHeight = NULL;
135  this->travelSpeed = 0.0f;
136  this->travelNode = new PNode();
137
138  this->loadModel("models/ships/mantawing.obj", 5.0f);
139
140  // camera - issue
141  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
142  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
143  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
144  //this->cameraNode.setParent(this);
145
146  // PARTICLES
147  this->burstEmitter = new DotEmitter(200, 5.0, .01);
148  this->burstEmitter->setParent(this);
149  this->burstEmitter->setRelCoor(0, -0.7, 0);
150  this->burstEmitter->setRelDir(Quaternion(-M_PI, Vector(0,0,1)));
151  this->burstEmitter->setName("Spacecraft2D_Burst_emitter_Left");
152
153  this->burstSystem = new SpriteParticles(1000);
154  this->burstSystem->addEmitter(this->burstEmitter);
155  this->burstSystem->setName("SpaceShip_Burst_System");
156  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
157  this->burstSystem->setLifeSpan(1.0, .3);
158  this->burstSystem->setRadius(0.0, 1.5);
159  this->burstSystem->setRadius(0.05, 1.8);
160  this->burstSystem->setRadius(.5, .8);
161  this->burstSystem->setRadius(1.0, 0);
162  this->burstSystem->setColor(0.0, .7,.7,1,.5);
163  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
164  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
165  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
166
167
168  //add events to the eventlist of the Playable
169  this->registerEvent(KeyMapper::PEV_FORWARD);
170  this->registerEvent(KeyMapper::PEV_BACKWARD);
171  this->registerEvent(KeyMapper::PEV_LEFT);
172  this->registerEvent(KeyMapper::PEV_RIGHT);
173  this->registerEvent(KeyMapper::PEV_FIRE1);
174  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
175  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
176  this->registerEvent(EV_MOUSE_MOTION);
177
178  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
179
180  // WEAPON_MANAGER configuration
181  this->getWeaponManager().setSlotCount(5);
182
183  this->getWeaponManager().setSlotPosition(0, Vector(1.843, -0.335, 2.029) * 5.0);
184  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
185
186  this->getWeaponManager().setSlotPosition(1, Vector(1.843, -0.335, -2.029) * 5.0);
187  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
188
189  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
190  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
191
192  /// TODO: THESE ARE TOO MUCH
193  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
194  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
195
196  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
197  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
198
199  this->cameraNode.setRelCoor(1,5,0);
200  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
201  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
202
203  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
204  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
205  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
206  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
207  //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
208  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
209  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
210
211
212
213}
214
215/**
216 * @brief loads the Settings of a Spacecraft2D from an XML-element.
217 * @param root the XML-element to load the Spaceship's properties from
218 */
219void Spacecraft2D::loadParams(const TiXmlElement* root)
220{
221  Playable::loadParams(root);
222
223  LoadParam(root, "travel-speed", this, Spacecraft2D, setTravelSpeed);
224  LoadParam(root, "travel-height", this, Spacecraft2D, setTravelHeight);
225  LoadParam(root, "travel-distance", this, Spacecraft2D, setTravelDistance);
226}
227
228void Spacecraft2D::setPlayDirection(const Quaternion& rot, float speed)
229{
230  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
231}
232
233void Spacecraft2D::setTravelSpeed(float travelSpeed)
234{
235  this->travelSpeed = travelSpeed;
236}
237
238
239void Spacecraft2D::setTravelHeight(float travelHeight)
240{
241  if (this->toTravelHeight == NULL)
242    this->toTravelHeight = new float;
243  *this->toTravelHeight = travelHeight;
244}
245
246
247void Spacecraft2D::setTravelDistance(const Vector2D& distance)
248{
249  this->travelDistance = distance;
250}
251
252void Spacecraft2D::setTravelDistance(float x, float y)
253{
254  this->setTravelDistance(Vector2D(x, y));
255}
256
257
258
259void Spacecraft2D::enter()
260{
261  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
262  this->setPlaymode(this->getPlaymode());
263}
264
265void Spacecraft2D::leave()
266{
267  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
268  this->detachCamera();
269
270}
271
272
273void Spacecraft2D::enterPlaymode(Playable::Playmode playmode)
274{
275  switch(playmode)
276  {
277    case Playable::Full3D:
278      if (State::getCameraNode != NULL)
279      {
280        Vector absCoor = this->getAbsCoor();
281        this->setParent(PNode::getNullParent());
282        this->setAbsCoor(absCoor);
283        State::getCameraNode()->setParentSoft(&this->cameraNode);
284        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
285        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
286        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
287
288      }
289      break;
290
291
292    case Playable::Horizontal:
293      if (State::getCameraNode != NULL)
294      {
295        this->debugNode(1);
296        this->travelNode->debugNode(1);
297
298        this->travelNode->setAbsCoor(this->getAbsCoor());
299        this->travelNode->updateNode(0.01f);
300
301        this->setParent(this->travelNode);
302        this->setRelCoor(0,0,0);
303
304        State::getCameraNode()->setParentSoft(this->travelNode);
305        State::getCameraNode()->setRelCoorSoft(-3, 100,0);
306        State::getCameraTargetNode()->setParentSoft(this->travelNode);
307        State::getCameraTargetNode()->setRelCoorSoft(5,0,1);
308
309
310        this->debugNode(1);
311        this->travelNode->debugNode(1);
312      }
313      break;
314
315    default:
316      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassName());
317  }
318}
319
320
321
322/**
323 * @brief effect that occurs after the Spacecraft2D is spawned
324*/
325void Spacecraft2D::postSpawn ()
326{
327  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
328}
329
330/**
331 * @brief the action occuring if the spacecraft_2d left the game
332*/
333void Spacecraft2D::leftWorld ()
334{}
335
336/**
337 * @brief this function is called, when two entities collide
338 * @param entity: the world entity with whom it collides
339 *
340 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
341 */
342void Spacecraft2D::collidesWith(WorldEntity* entity, const Vector& location)
343{
344  Playable::collidesWith(entity, location);
345}
346
347
348
349/**
350 * @brief the function called for each passing timeSnap
351 * @param time The timespan passed since last update
352*/
353void Spacecraft2D::tick (float dt)
354{
355  //  this->debugNode(1);
356  Playable::tick(dt);
357
358  // spaceship controlled movement
359  this->movement(dt);
360
361  // TRYING TO FIX PNode.
362  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
363  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
364}
365
366/**
367 * @brief calculate the velocity
368 * @param time the timeslice since the last frame
369*/
370void Spacecraft2D::movement (float dt)
371{
372  Vector accel(0.0, 0.0, 0.0);
373
374  if( this->bForward )
375  {
376    accel += Vector(this->acceleration, 0, 0);
377  }
378
379  if( this->bBackward )
380  {
381    accel -= Vector(this->acceleration, 0, 0);
382  }
383  if( this->bLeft)
384  {
385    accel -= Vector(0, 0, this->acceleration);
386  }
387
388  if( this->bRight)
389  {
390    accel += Vector(0, 0, this->acceleration);
391  }
392
393  switch(this->getPlaymode())
394  {
395    case Playable::Full3D:
396      {
397        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
398
399        // this is the air friction (necessary for a smooth control)
400        Vector damping = (this->velocity * this->airFriction);
401
402
403        this->velocity += (accelerationDir - damping)* dt;
404        this->shiftCoor (this->velocity * dt);
405
406        // limit the maximum rotation speed.
407        if (this->rotation != 0.0f)
408        {
409          float maxRot = 10.0 * dt;
410          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
411          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
412          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
413
414          this->rotation = 0.0f;
415        }
416
417        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
418      }
419      break;
420
421    case Playable::Horizontal:
422      {
423
424        if (this->toTravelHeight != NULL)
425        {
426          this->travelNode->shiftCoor(Vector(0, (*toTravelHeight - this->travelNode->getAbsCoor().y) * dt, 0));
427          if (fabsf(this->travelNode->getAbsCoor().y - *this->toTravelHeight) < .1)
428          {
429            delete this->toTravelHeight;
430            this->toTravelHeight = NULL;
431          }
432        }
433        this->travelNode->shiftCoor(Vector(this->travelSpeed * dt, 0, 0));
434
435        accel.y = 0.0;
436
437
438        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
439        accelerationDir.y = 0.0;
440
441
442        /*
443                if (this->getRelCoor().z > this->travelDistance.y && accel.z > 0.0)
444                accel.z = 0.0f;
445                if (this->getRelCoor().z < -this->travelDistance.y && accel.z < 0.0)
446                accel.z = 0.0f;
447
448                if (this->getRelCoor().x > this->travelDistance.x && accel.x > 0.0)
449                accel.x = 0.0f;
450                if (this->getRelCoor().x < -this->travelDistance.x && accel.x < 0.0)
451                accel.x = 0.0f;*/
452
453
454        // this is the air friction (necessary for a smooth control)
455        Vector damping = (this->velocity * this->airFriction);
456
457
458        this->velocity += (accelerationDir - damping)* dt;
459
460        if (this->getRelCoor().z > this->travelDistance.y && velocity.z > 0.0)
461          this->velocity.z = 0.0f;
462        if (this->getRelCoor().z < -this->travelDistance.y && velocity.z < 0.0)
463          this->velocity.z = 0.0f;
464
465        if (this->getRelCoor().x > this->travelDistance.x && velocity.x > 0.0)
466          this->velocity.x = 0.0f;
467        if (this->getRelCoor().x < -this->travelDistance.x && velocity.x < 0.0)
468          this->velocity.x = 0.0f;
469
470
471        this->shiftCoor (this->velocity * dt);
472        if (accel.z == 0)
473          this->setRelDirSoft(Quaternion(0, Vector(0,0,0)), 5.0f);
474        else
475          this->setRelDirSoft(Quaternion(this->velocity.z * .004, Vector(1,0,0)), 4.5f);
476      }
477      break;
478
479    default:
480      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassName());
481  }
482}
483
484
485void Spacecraft2D::draw() const
486{
487  WorldEntity::draw();
488}
489
490/**
491 * @todo switch statement ??
492 */
493void Spacecraft2D::process(const Event &event)
494{
495  Playable::process(event);
496
497  if( event.type == KeyMapper::PEV_LEFT)
498    this->bLeft = event.bPressed;
499  else if( event.type == KeyMapper::PEV_RIGHT)
500    this->bRight = event.bPressed;
501  else if( event.type == KeyMapper::PEV_FORWARD)
502    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
503  else if( event.type == KeyMapper::PEV_BACKWARD)
504    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
505  else if( event.type == EV_MOUSE_MOTION)
506  {
507
508
509
510    if (this->getPlaymode() == Playable::Full3D)
511    {
512      float xMouse, yMouse;
513      xMouse = event.xRel*mouseSensitivity;
514      yMouse = event.yRel*mouseSensitivity;
515
516      // rotate the Player around the y-axis
517      this->rotation += xMouse;
518
519      this->cameraLook += yMouse;
520      // rotate the Camera around the z-axis
521      if (cameraLook > M_PI_4)
522        cameraLook = M_PI_4;
523      else if (cameraLook < -M_PI_4)
524        cameraLook = -M_PI_4;
525      //this->cameraNode.setRelDirSoft(this->direction,10);
526    }
527  }
528}
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