[5837] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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[5878] | 12 | main-programmer: Benjamin Knecht |
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| 13 | co-programmer: ... |
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[5837] | 14 | |
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| 15 | */ |
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| 16 | |
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[5878] | 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "executor/executor.h" |
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| 20 | #include "space_ship.h" |
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| 21 | |
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| 22 | #include "objModel.h" |
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| 23 | #include "resource_manager.h" |
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| 24 | |
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| 25 | #include "weapons/weapon_manager.h" |
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| 26 | #include "weapons/test_gun.h" |
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| 27 | #include "weapons/turret.h" |
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| 28 | #include "weapons/cannon.h" |
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| 29 | |
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[5880] | 30 | #include "factory.h" |
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| 31 | #include "key_mapper.h" |
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[5878] | 32 | |
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| 33 | using namespace std; |
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| 34 | |
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| 35 | CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP); |
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| 36 | |
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| 37 | /** |
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| 38 | * creates the controlable Spaceship |
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| 39 | */ |
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| 40 | SpaceShip::SpaceShip() |
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| 41 | { |
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[5881] | 42 | this->init(); |
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[5878] | 43 | } |
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| 44 | |
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| 45 | /** |
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| 46 | * destructs the spaceship, deletes alocated memory |
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| 47 | */ |
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| 48 | SpaceShip::~SpaceShip () |
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| 49 | { |
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| 50 | } |
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| 51 | |
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| 52 | /** |
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| 53 | * loads a Spaceships information from a specified file. |
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| 54 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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| 55 | */ |
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| 56 | SpaceShip::SpaceShip(const char* fileName) |
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| 57 | { |
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| 58 | this->init(); |
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| 59 | TiXmlDocument doc(fileName); |
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| 60 | |
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| 61 | if(!doc.LoadFile()) |
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| 62 | { |
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| 63 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName); |
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| 64 | return; |
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| 65 | } |
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| 66 | |
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| 67 | this->loadParams(doc.RootElement()); |
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| 68 | } |
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| 69 | |
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| 70 | /** |
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| 71 | * creates a new Spaceship from Xml Data |
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| 72 | * @param root the xml element containing spaceship data |
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| 73 | |
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| 74 | @todo add more parameters to load |
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| 75 | */ |
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| 76 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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| 77 | { |
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| 78 | this->init(); |
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| 79 | if (root != NULL) |
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| 80 | this->loadParams(root); |
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| 81 | |
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| 82 | //weapons: |
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| 83 | Weapon* wpRight = new TestGun(0); |
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| 84 | wpRight->setName("testGun Right"); |
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| 85 | Weapon* wpLeft = new TestGun(1); |
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| 86 | wpLeft->setName("testGun Left"); |
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| 87 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON)); |
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| 88 | |
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| 89 | cannon->setName("BFG"); |
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| 90 | |
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[5880] | 91 | this->getWeaponManager()->addWeapon(wpLeft, 1, 0); |
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| 92 | this->getWeaponManager()->addWeapon(wpRight,1 ,1); |
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| 93 | this->getWeaponManager()->addWeapon(cannon, 0, 6); |
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[5878] | 94 | |
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[5880] | 95 | //this->getWeaponManager()->addWeapon(turret, 3, 0); |
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[5878] | 96 | |
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[5880] | 97 | this->getWeaponManager()->changeWeaponConfig(1); |
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[5878] | 98 | } |
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| 99 | |
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| 100 | |
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| 101 | /** |
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| 102 | * initializes a Spaceship |
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| 103 | */ |
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| 104 | void SpaceShip::init() |
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| 105 | { |
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| 106 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 107 | this->setClassID(CL_SPACE_SHIP, "SpaceShip"); |
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| 108 | |
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| 109 | PRINTF(4)("SPACESHIP INIT\n"); |
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| 110 | travelSpeed = 15.0; |
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| 111 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 112 | bFire = false; |
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| 113 | acceleration = 10.0; |
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| 114 | |
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| 115 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 116 | // button->show(); |
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| 117 | // button->setLabel("orxonox"); |
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| 118 | // button->setBindNode(this); |
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| 119 | |
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[5880] | 120 | this->getWeaponManager()->setSlotCount(7); |
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[5878] | 121 | |
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[5880] | 122 | this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 123 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5878] | 124 | |
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[5880] | 125 | this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 126 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5878] | 127 | |
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[5880] | 128 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 129 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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[5878] | 130 | |
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[5880] | 131 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 132 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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[5878] | 133 | |
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[5880] | 134 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 135 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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[5878] | 136 | |
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[5880] | 137 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 138 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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[5878] | 139 | // |
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[5880] | 140 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 141 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5878] | 142 | // |
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[5880] | 143 | // this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 144 | // this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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[5878] | 145 | // |
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[5880] | 146 | // this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 147 | // this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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[5878] | 148 | |
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| 149 | } |
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| 150 | |
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| 151 | /** |
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| 152 | * loads the Settings of a SpaceShip from an XML-element. |
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| 153 | * @param root the XML-element to load the Spaceship's properties from |
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| 154 | */ |
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| 155 | void SpaceShip::loadParams(const TiXmlElement* root) |
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| 156 | { |
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| 157 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 158 | } |
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| 159 | |
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| 160 | |
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| 161 | /** |
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| 162 | * adds a weapon to the weapon list of the spaceship |
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| 163 | * @param weapon to add |
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| 164 | */ |
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| 165 | void SpaceShip::addWeapon(Weapon* weapon) |
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| 166 | { |
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[5880] | 167 | this->getWeaponManager()->addWeapon(weapon); |
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[5878] | 168 | } |
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| 169 | |
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| 170 | |
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| 171 | /** |
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| 172 | * removes a weapon from the spaceship |
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| 173 | * @param weapon to remove |
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| 174 | */ |
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| 175 | void SpaceShip::removeWeapon(Weapon* weapon) |
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| 176 | { |
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[5880] | 177 | this->getWeaponManager()->removeWeapon(weapon); |
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[5878] | 178 | } |
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| 179 | |
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| 180 | /** |
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| 181 | * effect that occurs after the SpaceShip is spawned |
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| 182 | */ |
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| 183 | void SpaceShip::postSpawn () |
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| 184 | { |
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| 185 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 186 | } |
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| 187 | |
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| 188 | /** |
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| 189 | * the action occuring if the spaceship left the game |
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| 190 | */ |
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| 191 | void SpaceShip::leftWorld () |
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| 192 | {} |
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| 193 | |
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| 194 | WorldEntity* ref = NULL; |
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| 195 | /** |
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| 196 | * this function is called, when two entities collide |
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| 197 | * @param entity: the world entity with whom it collides |
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| 198 | * |
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| 199 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 200 | */ |
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| 201 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
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| 202 | { |
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| 203 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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| 204 | { |
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| 205 | this->ADDWEAPON(); |
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| 206 | ref = entity; |
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| 207 | } |
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| 208 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 209 | } |
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| 210 | |
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| 211 | /** |
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| 212 | * draws the spaceship after transforming it. |
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| 213 | */ |
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| 214 | void SpaceShip::draw () const |
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| 215 | { |
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| 216 | glMatrixMode(GL_MODELVIEW); |
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| 217 | glPushMatrix(); |
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| 218 | /* translate */ |
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| 219 | glTranslatef (this->getAbsCoor ().x, |
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| 220 | this->getAbsCoor ().y, |
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| 221 | this->getAbsCoor ().z); |
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| 222 | /* rotate */ |
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| 223 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 224 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 225 | this->model->draw(); |
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| 226 | glPopMatrix(); |
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| 227 | |
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[5880] | 228 | this->getWeaponManager()->draw(); |
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[5878] | 229 | |
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| 230 | //this->debug(0); |
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| 231 | } |
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| 232 | |
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| 233 | /** |
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| 234 | * the function called for each passing timeSnap |
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| 235 | * @param time The timespan passed since last update |
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| 236 | */ |
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| 237 | void SpaceShip::tick (float time) |
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| 238 | { |
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| 239 | // spaceship controlled movement |
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| 240 | this->move(time); |
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| 241 | |
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[5880] | 242 | this->getWeaponManager()->tick(time); |
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[5878] | 243 | // weapon system manipulation |
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| 244 | this->weaponAction(); |
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| 245 | } |
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| 246 | |
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| 247 | /** |
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| 248 | * action if spaceship moves |
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| 249 | * @param time the timeslice since the last frame |
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| 250 | */ |
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| 251 | void SpaceShip::move (float time) |
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| 252 | { |
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| 253 | Vector accel(0.0, 0.0, 0.0); |
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| 254 | Vector rot(0.0, 0.0, 0.0); |
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| 255 | float rotVal = 0.0; |
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| 256 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 257 | /* calculate the direction in which the craft is heading */ |
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| 258 | Vector direction (1.0, 0.0, 0.0); |
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| 259 | //direction = this->absDirection.apply (direction); |
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| 260 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 261 | //orthDirection = orthDirection.cross (direction); |
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| 262 | |
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| 263 | if( this->bUp && this->getRelCoor().x < 20) |
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| 264 | accel += direction; |
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| 265 | if( this->bDown && this->getRelCoor().x > -5) |
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| 266 | accel -= direction; |
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| 267 | |
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[5880] | 268 | if( this->bLeft > -this->getRelCoor().z*2) |
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[5878] | 269 | { |
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| 270 | accel -=(orthDirection); |
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| 271 | rot +=Vector(1,0,0); |
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| 272 | rotVal -= .4; |
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| 273 | } |
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[5880] | 274 | if( this->bRight > this->getRelCoor().z*2) |
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[5878] | 275 | { |
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| 276 | accel += orthDirection; |
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| 277 | rot += Vector(1,0,0); |
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| 278 | rotVal += .4; |
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| 279 | } |
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| 280 | if (this->bAscend ) |
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| 281 | { |
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| 282 | accel += Vector(0,1,0); |
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| 283 | rot += Vector(0,0,1); |
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| 284 | rotVal += .4; |
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| 285 | } |
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| 286 | if (this->bDescend ) |
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| 287 | { |
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| 288 | accel -= Vector(0,1,0); |
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| 289 | rot += Vector(0,0,1); |
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| 290 | rotVal -= .4; |
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| 291 | } |
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| 292 | |
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| 293 | Vector move = accel * time *acceleration; |
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| 294 | |
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| 295 | /* if (accel.z < 0) |
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| 296 | this->setRelDirSoft(Quaternion(-.4, accel), 5); |
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| 297 | else if (accel.z > 0) |
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| 298 | this->setRelDirSoft(Quaternion(.4, accel), 5); |
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| 299 | else*/ |
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| 300 | rot.normalize(); |
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| 301 | this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 302 | this->shiftCoor (move); |
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| 303 | } |
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| 304 | |
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| 305 | /** |
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| 306 | * weapon manipulation by the player |
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| 307 | */ |
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| 308 | void SpaceShip::weaponAction() |
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| 309 | { |
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| 310 | if( this->bFire) |
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| 311 | { |
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[5880] | 312 | this->getWeaponManager()->fire(); |
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[5878] | 313 | } |
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| 314 | } |
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| 315 | |
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| 316 | /** |
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| 317 | * @todo switch statement ?? |
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| 318 | */ |
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| 319 | void SpaceShip::process(const Event &event) |
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| 320 | { |
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| 321 | if( event.type == KeyMapper::PEV_UP) |
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| 322 | this->bUp = event.bPressed; |
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| 323 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 324 | this->bDown = event.bPressed; |
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| 325 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 326 | this->bRight= event.bPressed; |
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| 327 | else if( event.type == KeyMapper::PEV_LEFT) |
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| 328 | this->bLeft = event.bPressed; |
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| 329 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 330 | this->bFire = event.bPressed; |
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| 331 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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[5880] | 332 | this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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[5878] | 333 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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[5880] | 334 | this->getWeaponManager()->previousWeaponConfig(); |
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[5878] | 335 | |
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| 336 | else if( event.type == SDLK_PAGEUP) |
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| 337 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 338 | else if( event.type == SDLK_PAGEDOWN) |
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| 339 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 340 | } |
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| 341 | |
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| 342 | #include "weapons/aiming_turret.h" |
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| 343 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 344 | void SpaceShip::ADDWEAPON() |
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| 345 | { |
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| 346 | Weapon* turret = NULL; |
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| 347 | |
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| 348 | if ((float)rand()/RAND_MAX < .1) |
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| 349 | { |
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[5880] | 350 | //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) |
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[5878] | 351 | { |
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| 352 | turret = new Turret(); |
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[5880] | 353 | this->getWeaponManager()->addWeapon(turret, 2); |
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| 354 | this->getWeaponManager()->changeWeaponConfig(2); |
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[5878] | 355 | } |
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| 356 | } |
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| 357 | else |
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| 358 | { |
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[5880] | 359 | //if (this->getWeaponManager()->hasFreeSlot(3)) |
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[5878] | 360 | { |
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| 361 | turret = new AimingTurret(); |
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[5880] | 362 | this->getWeaponManager()->addWeapon(turret, 3); |
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[5878] | 363 | |
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[5880] | 364 | this->getWeaponManager()->changeWeaponConfig(3); |
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[5878] | 365 | } |
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| 366 | } |
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| 367 | |
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| 368 | if(turret != NULL) |
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| 369 | { |
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| 370 | turret->setName("Turret"); |
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| 371 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 372 | } |
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| 373 | } |
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