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source: orxonox.OLD/branches/proxy/src/world_entities/space_ships/turbine_hover.cc @ 9502

Last change on this file since 9502 was 9502, checked in by bensch, 18 years ago

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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 "turbine_hover.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 "key_mapper.h"
28#include "state.h"
29
30#include "graphics_engine.h"
31#include "dot_emitter.h"
32#include "sprite_particles.h"
33
34#include "debug.h"
35
36CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER);
37
38/**
39 *  destructs the turbine_hover, deletes alocated memory
40 */
41TurbineHover::~TurbineHover ()
42{
43  this->setPlayer(NULL);
44}
45
46/**
47 * @brief loads a TurbineHover information from a specified file.
48 * @param fileName the name of the File to load the turbine_hover from (absolute path)
49 */
50TurbineHover::TurbineHover(const std::string& fileName)
51{
52  this->init();
53  TiXmlDocument doc(fileName);
54
55  if(!doc.LoadFile())
56  {
57    PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName.c_str());
58    return;
59  }
60
61  this->loadParams(doc.RootElement());
62}
63
64/**
65 * @brief creates a new Spaceship from Xml Data
66 * @param root the xml element containing spaceship data
67
68   @todo add more parameters to load
69*/
70TurbineHover::TurbineHover(const TiXmlElement* root)
71{
72  this->init();
73  if (root != NULL)
74    this->loadParams(root);
75
76  //weapons:
77  Weapon* wpRight = new TestGun(0);
78  wpRight->setName("testGun Right");
79  Weapon* wpLeft = new TestGun(1);
80  wpLeft->setName("testGun Left");
81  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
82
83  //  cannon->setName("BFG");
84
85  this->addWeapon(wpLeft, 1, 0);
86  this->addWeapon(wpRight,1 ,1);
87  //this->addWeapon(cannon, 0, 2);
88
89  this->getWeaponManager().changeWeaponConfig(1);
90  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
91
92  this->loadModel("models/ships/hoverglider_mainbody.obj");
93}
94
95
96/**
97 * @brief initializes a TurbineHover
98 */
99void TurbineHover::init()
100{
101  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
102  this->setClassID(CL_TURBINE_HOVER, "TurbineHover");
103
104  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical);
105
106  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
107  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
108  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
109
110  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
111  mouseSensitivity = 0.005;
112
113  this->rotorSpeed = 1000.0f;
114  this->rotorCycle = 0.0f;
115  this->cameraLook = 0.0f;
116  this->rotation = 0.0f;
117  this->acceleration = 10.0f;
118  this->airFriction = 2.0f;
119
120  this->setHealthMax(100);
121  this->setHealth(100);
122
123
124  // camera - issue
125  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
126  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
127  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
128  this->cameraNode.setParent(this);
129  this->cameraNode.setRelCoor(0,5,0);
130
131  // rotors
132  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
133  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
134  this->wingNodeLeft.setParent(this);
135  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
136  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
137  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
138  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
139
140  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
141  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
142  this->wingNodeRight.setParent(this);
143  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
144  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
145  this->rotorNodeRight.setParent(&this->wingNodeRight);
146  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
147
148  // PARTICLES
149  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
150  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
151  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
152  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
153  this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left");
154
155  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
156  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
157  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
158  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
159  this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right");
160
161
162  this->burstSystem = new SpriteParticles(1000);
163  this->burstSystem->addEmitter(this->burstEmitter[0]);
164  this->burstSystem->addEmitter(this->burstEmitter[1]);
165  this->burstSystem->setName("SpaceShip_Burst_System");
166  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
167  this->burstSystem->setLifeSpan(1.0, .3);
168  this->burstSystem->setRadius(0.0, 1.5);
169  this->burstSystem->setRadius(0.05, 1.8);
170  this->burstSystem->setRadius(.5, .8);
171  this->burstSystem->setRadius(1.0, 0);
172  this->burstSystem->setColor(0.0, .7,.7,1,.5);
173  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
174  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
175  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
176
177
178  //add events to the eventlist of the Playable
179  this->registerEvent(KeyMapper::PEV_FORWARD);
180  this->registerEvent(KeyMapper::PEV_BACKWARD);
181  this->registerEvent(KeyMapper::PEV_LEFT);
182  this->registerEvent(KeyMapper::PEV_RIGHT);
183  this->registerEvent(KeyMapper::PEV_UP);
184  this->registerEvent(KeyMapper::PEV_DOWN);
185  this->registerEvent(KeyMapper::PEV_FIRE1);
186  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
187  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
188  this->registerEvent(EV_MOUSE_MOTION);
189
190  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
191
192  // WEAPON_MANAGER configuration
193  this->getWeaponManager().setSlotCount(5);
194
195  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
196  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
197
198  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
199  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
200
201  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
202  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
203
204  /// TODO: THESE ARE TOO MUCH
205  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
206  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
207
208  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
209  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
210
211  this->cameraNode.setRelCoor(1,5,0);
212  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
213  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
214
215  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
216  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
217  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
218  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
219  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
220  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
221  registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
222  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
223  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
224}
225
226/**
227 * @brief loads the Settings of a TurbineHover from an XML-element.
228 * @param root the XML-element to load the Spaceship's properties from
229 */
230void TurbineHover::loadParams(const TiXmlElement* root)
231{
232  Playable::loadParams(root);
233}
234
235
236void TurbineHover::setBoostColor(const Color& color)
237{
238  this->burstSystem->setColor(0.0, color);
239  this->burstSystem->setColor(0.2, color * 0.6);
240  this->burstSystem->setColor(0.5, color * .3 + Color(0.5, 0.5, 0.8, 0.3));
241  this->burstSystem->setColor(1.0, 0.8, 0.8, 0.8, 0.0);
242
243  printf(":::::::::::::::::::::::\n");
244  this->burstSystem->debug();
245}
246
247void TurbineHover::setPlayDirection(const Quaternion& rot, float speed)
248{
249  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
250}
251
252void TurbineHover::enter()
253{
254  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
255
256  if (State::getCameraNode != NULL)
257  {
258    State::getCameraNode()->setParentSoft(&this->cameraNode);
259    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
260    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
261  }
262}
263
264void TurbineHover::leave()
265{
266  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
267  this->detachCamera();
268
269}
270
271void TurbineHover::setTeam(int teamID)
272{
273  printf("::::::::::::::::: TEAM ::: %d\n", teamID);
274  if (teamID == 0)
275    this->setBoostColor(Color::blue);
276  else if (teamID == 1)
277    this->setBoostColor(Color::red);
278}
279
280
281
282/**
283 * @brief effect that occurs after the TurbineHover is spawned
284*/
285void TurbineHover::postSpawn ()
286{
287  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
288}
289
290/**
291 * @brief the action occuring if the turbine_hover left the game
292*/
293void TurbineHover::leftWorld ()
294{}
295
296/**
297 * @brief this function is called, when two entities collide
298 * @param entity: the world entity with whom it collides
299 *
300 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
301 */
302void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
303{
304  Playable::collidesWith(entity, location);
305}
306
307
308
309/**
310 * @brief the function called for each passing timeSnap
311 * @param time The timespan passed since last update
312*/
313void TurbineHover::tick (float dt)
314{
315  //  this->debugNode(1);
316  Playable::tick(dt);
317
318  // spaceship controlled movement
319
320  // TRYING TO FIX PNode.
321  //this->cameraNode.setRelCoor(Vector(0.0f, 5.0f, 0.0f));//, 30.0f);
322  //this->cameraNode.setRelDir(Quaternion(this->smoothRotator  *10.0, Vector(0,1,0)));
323
324  this->movement(dt);
325  this->rotorCycle += this->rotorSpeed * dt;
326}
327
328
329#include "shared_network_data.h"
330
331/**
332 * @brief calculate the velocity
333 * @param time the timeslice since the last frame
334*/
335void TurbineHover::movement (float dt)
336{
337  Vector accel(0.0, 0.0, 0.0);
338
339  if( this->bForward )
340  {
341    accel += Vector(this->acceleration, 0, 0);
342  }
343
344  if( this->bBackward )
345  {
346    accel -= Vector(this->acceleration, 0, 0);
347  }
348  if( this->bLeft)
349  {
350    accel -= Vector(0, 0, this->acceleration);
351  }
352
353  if( this->bRight)
354  {
355    accel += Vector(0, 0, this->acceleration);
356  }
357
358  if (this->bAscend )
359  {
360    accel += Vector(0, this->acceleration, 0);
361  }
362  if (this->bDescend )
363  {
364    accel -= Vector(0, this->acceleration, 0);
365  }
366
367  switch(this->getPlaymode())
368  {
369    case Playable::Full3D:
370      {
371        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
372
373        // this is the air friction (necessary for a smooth control)
374        Vector damping = (this->velocity * this->airFriction);
375
376
377        this->velocity += (accelerationDir - damping)* dt;
378        //if (this->getOwner() != SharedNetworkData::getInstance()->getHostID())
379          this->shiftCoor (this->velocity * dt);
380
381        // limit the maximum rotation speed.
382        if (this->rotation != 0.0f)
383        {
384          float maxRot = 10.0 * dt;
385          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
386          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
387          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
388
389          this->rotation = 0.0f;
390        }
391
392        //if (this->getOwner() != SharedNetworkData::getInstance()->getHostID())
393          this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
394
395        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
396        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
397
398        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
399        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
400      }
401      break;
402
403    case Playable::Horizontal:
404      {
405        accel.y = 0.0;
406        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
407        accelerationDir.y = 0.0;
408
409        // this is the air friction (necessary for a smooth control)
410        Vector damping = (this->velocity * this->airFriction);
411
412
413        this->velocity += (accelerationDir - damping)* dt;
414        this->shiftCoor (this->velocity * dt);
415
416        // limit the maximum rotation speed.
417        if (this->rotation != 0.0f)
418        {
419          float maxRot = 10.0 * dt;
420          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
421          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
422          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
423
424          this->rotation = 0.0f;
425        }
426
427        this->setRelDirSoft(this->direction, 5);
428
429        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
430        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5);
431
432        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
433        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5);
434      }
435      break;
436
437    case Playable::Vertical:
438      {
439        accel.z = 0;
440        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
441        accelerationDir.z=0;
442
443        // this is the air friction (necessary for a smooth control)
444        Vector damping = (this->velocity * this->airFriction);
445
446        this->velocity += (accelerationDir - damping)* dt;
447        this->shiftCoor (this->velocity * dt);
448
449        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
450
451        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
452        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
453
454        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
455        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
456      }
457      break;
458    default:
459      PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str());
460  }
461}
462
463
464void TurbineHover::draw() const
465{
466  Vector tmpRot;
467  WorldEntity::draw();
468
469  glPushMatrix();
470  /// LEFT SIDE
471  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
472                this->wingNodeLeft.getAbsCoor ().y,
473                this->wingNodeLeft.getAbsCoor ().z);
474  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
475  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
476  this->getModel(3)->draw();
477  glPopMatrix ();
478
479  glPushMatrix();
480  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
481                this->rotorNodeLeft.getAbsCoor ().y,
482                this->rotorNodeLeft.getAbsCoor ().z);
483  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
484  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
485  this->getModel(4)->draw();
486  glRotatef(this->rotorCycle, 0,1,0);
487  this->getModel(5)->draw();
488  glPopMatrix ();
489
490  /// RIGHT SIDE
491  glPushMatrix();
492  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
493                this->wingNodeRight.getAbsCoor ().y,
494                this->wingNodeRight.getAbsCoor ().z);
495  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
496  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
497  glScalef(1,1,-1);
498  this->getModel(3)->draw();
499  glPopMatrix ();
500
501  glPushMatrix();
502  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
503                this->rotorNodeRight.getAbsCoor ().y,
504                this->rotorNodeRight.getAbsCoor ().z);
505  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
506  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
507  glScalef(1,1,-1);
508  this->getModel(4)->draw();
509  glRotatef(this->rotorCycle, 0,1,0);
510  this->getModel(5)->draw();
511  glPopMatrix ();
512}
513
514/**
515 * @todo switch statement ??
516 */
517void TurbineHover::process(const Event &event)
518{
519  Playable::process(event);
520
521  if( event.type == KeyMapper::PEV_LEFT)
522    this->bLeft = event.bPressed;
523  else if( event.type == KeyMapper::PEV_RIGHT)
524    this->bRight = event.bPressed;
525  else if( event.type == KeyMapper::PEV_UP)
526    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
527  else if( event.type == KeyMapper::PEV_DOWN)
528    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
529  else if( event.type == KeyMapper::PEV_FORWARD)
530    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
531  else if( event.type == KeyMapper::PEV_BACKWARD)
532    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
533  else if( event.type == EV_MOUSE_MOTION)
534  {
535    float xMouse, yMouse;
536    xMouse = event.xRel*mouseSensitivity;
537    yMouse = event.yRel*mouseSensitivity;
538
539    // rotate the Player around the y-axis
540    this->rotation += xMouse;
541
542    this->cameraLook += yMouse;
543    // rotate the Camera around the z-axis
544    if (cameraLook > M_PI_4)
545      cameraLook = M_PI_4;
546    else if (cameraLook < -M_PI_4)
547      cameraLook = -M_PI_4;
548    //this->cameraNode.setRelDirSoft(this->direction,10);
549  }
550}
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