| 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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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "cruizer.h" |
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| 20 | |
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| 21 | #include "weapons/weapon_manager.h" |
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| 22 | #include "weapons/test_gun.h" |
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| 23 | #include "weapons/turret.h" |
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| 24 | #include "weapons/cannon.h" |
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| 25 | |
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| 26 | #include "util/loading/factory.h" |
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| 27 | #include "key_mapper.h" |
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| 28 | #include "state.h" |
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| 29 | |
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| 30 | #include "graphics_engine.h" |
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| 31 | #include "particles/dot_emitter.h" |
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| 32 | #include "particles/sprite_particles.h" |
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| 33 | |
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| 34 | #include "debug.h" |
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| 35 | |
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| 36 | #include "class_id_DEPRECATED.h" |
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| 37 | ObjectListDefinitionID(Cruizer, CL_CRUIZER); |
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| 38 | CREATE_FACTORY(Cruizer); |
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| 39 | |
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| 40 | /** |
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| 41 | * destructs the cruizer, deletes alocated memory |
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| 42 | */ |
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| 43 | Cruizer::~Cruizer () |
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| 44 | { |
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| 45 | this->setPlayer(NULL); |
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| 46 | } |
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| 47 | |
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| 48 | /** |
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| 49 | * @brief loads a Cruizer information from a specified file. |
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| 50 | * @param fileName the name of the File to load the cruizer from (absolute path) |
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| 51 | */ |
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| 52 | Cruizer::Cruizer(const std::string& fileName) |
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| 53 | { |
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| 54 | this->init(); |
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| 55 | TiXmlDocument doc(fileName); |
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| 56 | |
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| 57 | if(!doc.LoadFile()) |
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| 58 | { |
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| 59 | PRINTF(2)("Loading file %s failed for Cruizer.\n", fileName.c_str()); |
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| 60 | return; |
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| 61 | } |
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| 62 | |
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| 63 | this->loadParams(doc.RootElement()); |
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| 64 | } |
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| 65 | |
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| 66 | /** |
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| 67 | * @brief creates a new Spaceship from Xml Data |
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| 68 | * @param root the xml element containing spaceship data |
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| 69 | |
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| 70 | @todo add more parameters to load |
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| 71 | */ |
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| 72 | Cruizer::Cruizer(const TiXmlElement* root) |
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| 73 | { |
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| 74 | this->init(); |
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| 75 | if (root != NULL) |
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| 76 | this->loadParams(root); |
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| 77 | |
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| 78 | |
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| 79 | this->getWeaponManager().changeWeaponConfig(1); |
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| 80 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 81 | |
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| 82 | // this->loadModel("models/ships/human_cruizer.obj", 0.05); |
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| 83 | |
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| 84 | } |
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| 85 | |
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| 86 | |
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| 87 | /** |
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| 88 | * @brief initializes a Cruizer |
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| 89 | */ |
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| 90 | void Cruizer::init() |
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| 91 | { |
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| 92 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 93 | this->registerObject(this, Cruizer::_objectList); |
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| 94 | |
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| 95 | this->setSupportedPlaymodes(Playable::Full3D); |
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| 96 | |
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| 97 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = false; |
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| 98 | mouseSensitivity = 0.005; |
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| 99 | |
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| 100 | this->rotorSpeed = 1000.0f; |
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| 101 | this->rotorCycle = 0.0f; |
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| 102 | this->cameraLook = 0.0f; |
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| 103 | this->rotation = 0.0f; |
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| 104 | this->acceleration = 10.0f; |
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| 105 | this->airFriction = 2.0f; |
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| 106 | |
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| 107 | this->setHealthMax(100); |
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| 108 | this->setHealth(100); |
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| 109 | |
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| 110 | |
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| 111 | // camera - issue |
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| 112 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 113 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 114 | //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); |
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| 115 | //this->cameraNode.setParent(this); |
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| 116 | |
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| 117 | |
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| 118 | // PARTICLES |
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| 119 | this->burstEmitter = new DotEmitter(200, 5.0, .01); |
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| 120 | this->burstEmitter->setParent(this); |
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| 121 | this->burstEmitter->setRelCoor(0, -0.7, 0); |
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| 122 | this->burstEmitter->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1))); |
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| 123 | this->burstEmitter->setName("Cruizer_Burst_emitter_Left"); |
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| 124 | |
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| 125 | |
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| 126 | this->burstSystem = new SpriteParticles(1000); |
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| 127 | this->burstSystem->addEmitter(this->burstEmitter); |
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| 128 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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| 129 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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| 130 | this->burstSystem->setLifeSpan(1.0, .3); |
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| 131 | this->burstSystem->setRadius(0.0, 1.5); |
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| 132 | this->burstSystem->setRadius(0.05, 1.8); |
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| 133 | this->burstSystem->setRadius(.5, .8); |
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| 134 | this->burstSystem->setRadius(1.0, 0); |
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| 135 | this->burstSystem->setColor(0.0, .7,.7,1,.5); |
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| 136 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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| 137 | this->burstSystem->setColor(0.5, .5,.5,.8,.3); |
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| 138 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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| 139 | |
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| 140 | |
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| 141 | //add events to the eventlist of the Playable |
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| 142 | this->registerEvent(KeyMapper::PEV_FORWARD); |
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| 143 | this->registerEvent(KeyMapper::PEV_BACKWARD); |
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| 144 | this->registerEvent(KeyMapper::PEV_LEFT); |
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| 145 | this->registerEvent(KeyMapper::PEV_RIGHT); |
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| 146 | this->registerEvent(KeyMapper::PEV_UP); |
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| 147 | this->registerEvent(KeyMapper::PEV_DOWN); |
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| 148 | this->registerEvent(KeyMapper::PEV_FIRE1); |
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| 149 | this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 150 | this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 151 | this->registerEvent(EV_MOUSE_MOTION); |
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| 152 | |
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| 153 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 154 | |
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| 155 | // WEAPON_MANAGER configuration |
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| 156 | this->getWeaponManager().setSlotCount(5); |
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| 157 | |
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| 158 | this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003)); |
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| 159 | this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY); |
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| 160 | |
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| 161 | /// TODO: THESE ARE TOO MUCH |
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| 162 | this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652)); |
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| 163 | this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0))); |
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| 164 | |
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| 165 | this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652)); |
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| 166 | this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0))); |
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| 167 | |
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| 168 | this->cameraNode.setRelCoor(1,5,0); |
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| 169 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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| 170 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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| 171 | |
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| 172 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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| 173 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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| 174 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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| 175 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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| 176 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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| 177 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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| 178 | //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) ); |
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| 179 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
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| 180 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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| 181 | } |
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| 182 | |
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| 183 | /** |
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| 184 | * @brief loads the Settings of a Cruizer from an XML-element. |
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| 185 | * @param root the XML-element to load the Spaceship's properties from |
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| 186 | */ |
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| 187 | void Cruizer::loadParams(const TiXmlElement* root) |
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| 188 | { |
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| 189 | Playable::loadParams(root); |
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| 190 | } |
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| 191 | |
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| 192 | void Cruizer::setPlayDirection(const Quaternion& rot, float speed) |
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| 193 | { |
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| 194 | this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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| 195 | } |
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| 196 | |
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| 197 | void Cruizer::enter() |
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| 198 | { |
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| 199 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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| 200 | |
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| 201 | if (State::getCameraNode != NULL) |
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| 202 | { |
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| 203 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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| 204 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
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| 205 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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| 206 | } |
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| 207 | } |
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| 208 | |
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| 209 | void Cruizer::leave() |
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| 210 | { |
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| 211 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 212 | this->detachCamera(); |
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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 | /** |
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| 218 | * @brief effect that occurs after the Cruizer is spawned |
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| 219 | */ |
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| 220 | void Cruizer::postSpawn () |
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| 221 | { |
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| 222 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 223 | } |
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| 224 | |
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| 225 | /** |
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| 226 | * @brief the action occuring if the cruizer left the game |
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| 227 | */ |
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| 228 | void Cruizer::leftWorld () |
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| 229 | {} |
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| 230 | |
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| 231 | /** |
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| 232 | * @brief this function is called, when two entities collide |
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| 233 | * @param entity: the world entity with whom it collides |
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| 234 | * |
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| 235 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 236 | */ |
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| 237 | void Cruizer::collidesWith(WorldEntity* entity, const Vector& location) |
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| 238 | { |
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| 239 | Playable::collidesWith(entity, location); |
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| 240 | } |
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| 241 | |
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| 242 | |
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| 243 | |
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| 244 | /** |
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| 245 | * @brief the function called for each passing timeSnap |
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| 246 | * @param time The timespan passed since last update |
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| 247 | */ |
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| 248 | void Cruizer::tick (float dt) |
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| 249 | { |
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| 250 | // this->debugNode(1); |
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| 251 | Playable::tick(dt); |
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| 252 | |
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| 253 | // spaceship controlled movement |
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| 254 | this->movement(dt); |
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| 255 | this->rotorCycle += this->rotorSpeed * dt; |
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| 256 | |
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| 257 | // TRYING TO FIX PNode. |
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| 258 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
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| 259 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
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| 260 | } |
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| 261 | |
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| 262 | /** |
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| 263 | * @brief calculate the velocity |
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| 264 | * @param time the timeslice since the last frame |
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| 265 | */ |
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| 266 | void Cruizer::movement (float dt) |
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| 267 | { |
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| 268 | Vector accel(0.0, 0.0, 0.0); |
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| 269 | |
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| 270 | if( this->bForward ) |
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| 271 | { |
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| 272 | accel += Vector(this->acceleration, 0, 0); |
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| 273 | } |
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| 274 | |
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| 275 | if( this->bBackward ) |
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| 276 | { |
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| 277 | accel -= Vector(this->acceleration, 0, 0); |
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| 278 | } |
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| 279 | if( this->bLeft) |
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| 280 | { |
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| 281 | accel -= Vector(0, 0, this->acceleration); |
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| 282 | } |
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| 283 | |
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| 284 | if( this->bRight) |
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| 285 | { |
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| 286 | accel += Vector(0, 0, this->acceleration); |
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| 287 | } |
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| 288 | |
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| 289 | if (this->bAscend ) |
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| 290 | { |
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| 291 | accel += Vector(0, this->acceleration, 0); |
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| 292 | } |
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| 293 | if (this->bDescend ) |
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| 294 | { |
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| 295 | accel -= Vector(0, this->acceleration, 0); |
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| 296 | } |
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| 297 | |
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| 298 | switch(this->getPlaymode()) |
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| 299 | { |
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| 300 | case Playable::Full3D: |
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| 301 | { |
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| 302 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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| 303 | |
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| 304 | // this is the air friction (necessary for a smooth control) |
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| 305 | Vector damping = (this->velocity * this->airFriction); |
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| 306 | |
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| 307 | |
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| 308 | this->velocity += (accelerationDir - damping)* dt; |
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| 309 | this->shiftCoor (this->velocity * dt); |
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| 310 | |
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| 311 | // limit the maximum rotation speed. |
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| 312 | if (this->rotation != 0.0f) |
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| 313 | { |
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| 314 | float maxRot = 10.0 * dt; |
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| 315 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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| 316 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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| 317 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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| 318 | |
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| 319 | this->rotation = 0.0f; |
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| 320 | } |
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| 321 | |
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| 322 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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| 323 | } |
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| 324 | break; |
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| 325 | |
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| 326 | default: |
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| 327 | PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str()); |
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| 328 | } |
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| 329 | } |
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| 330 | |
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| 331 | |
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| 332 | void Cruizer::draw() const |
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| 333 | { |
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| 334 | Vector tmpRot; |
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| 335 | WorldEntity::draw(); |
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| 336 | } |
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| 337 | |
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| 338 | /** |
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| 339 | * @todo switch statement ?? |
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| 340 | */ |
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| 341 | void Cruizer::process(const Event &event) |
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| 342 | { |
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| 343 | Playable::process(event); |
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| 344 | |
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| 345 | if( event.type == KeyMapper::PEV_LEFT) |
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| 346 | this->bLeft = event.bPressed; |
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| 347 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 348 | this->bRight = event.bPressed; |
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| 349 | else if( event.type == KeyMapper::PEV_UP) |
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| 350 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 351 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 352 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 353 | else if( event.type == KeyMapper::PEV_FORWARD) |
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| 354 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 355 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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| 356 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 357 | else if( event.type == EV_MOUSE_MOTION) |
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| 358 | { |
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| 359 | float xMouse, yMouse; |
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| 360 | xMouse = event.xRel*mouseSensitivity; |
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| 361 | yMouse = event.yRel*mouseSensitivity; |
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| 362 | |
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| 363 | // rotate the Player around the y-axis |
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| 364 | this->rotation += xMouse; |
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| 365 | |
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| 366 | this->cameraLook += yMouse; |
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| 367 | // rotate the Camera around the z-axis |
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| 368 | if (cameraLook > M_PI_4) |
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| 369 | cameraLook = M_PI_4; |
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| 370 | else if (cameraLook < -M_PI_4) |
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| 371 | cameraLook = -M_PI_4; |
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| 372 | //this->cameraNode.setRelDirSoft(this->direction,10); |
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| 373 | } |
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| 374 | } |
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