| 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 "helicopter.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 "factory.h" |
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| 27 | #include "key_mapper.h" |
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| 28 | #include "event_handler.h" |
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| 29 | |
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| 30 | #include "graphics_engine.h" |
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| 31 | |
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| 32 | using namespace std; |
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| 33 | |
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| 34 | CREATE_FACTORY(Helicopter, CL_HELICOPTER); |
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| 35 | |
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| 36 | /** |
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| 37 | * creates the controlable Spaceship |
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| 38 | */ |
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| 39 | Helicopter::Helicopter() |
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| 40 | { |
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| 41 | this->init(); |
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| 42 | } |
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| 43 | |
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| 44 | /** |
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| 45 | * destructs the spaceship, deletes alocated memory |
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| 46 | */ |
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| 47 | Helicopter::~Helicopter () |
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| 48 | { |
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| 49 | } |
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| 50 | |
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| 51 | /** |
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| 52 | * loads a Spaceships information from a specified file. |
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| 53 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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| 54 | */ |
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| 55 | Helicopter::Helicopter(const char* fileName) |
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| 56 | { |
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| 57 | this->init(); |
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| 58 | TiXmlDocument doc(fileName); |
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| 59 | |
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| 60 | if(!doc.LoadFile()) |
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| 61 | { |
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| 62 | PRINTF(2)("Loading file %s failed for Helicopter.\n", fileName); |
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| 63 | return; |
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| 64 | } |
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| 65 | |
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| 66 | this->loadParams(doc.RootElement()); |
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| 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | * creates a new Spaceship from Xml Data |
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| 71 | * @param root the xml element containing spaceship data |
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| 72 | |
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| 73 | @todo add more parameters to load |
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| 74 | */ |
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| 75 | Helicopter::Helicopter(const TiXmlElement* root) |
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| 76 | { |
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| 77 | this->init(); |
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| 78 | if (root != NULL) |
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| 79 | this->loadParams(root); |
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| 80 | |
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| 81 | //weapons: |
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| 82 | Weapon* wpRight = new TestGun(0); |
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| 83 | wpRight->setName("testGun Right"); |
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| 84 | Weapon* wpLeft = new TestGun(1); |
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| 85 | wpLeft->setName("testGun Left"); |
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| 86 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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| 87 | |
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| 88 | cannon->setName("BFG"); |
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| 89 | |
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| 90 | this->getWeaponManager()->addWeapon(wpLeft, 1, 0); |
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| 91 | this->getWeaponManager()->addWeapon(wpRight,1 ,1); |
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| 92 | this->getWeaponManager()->addWeapon(cannon, 0, 6); |
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| 93 | |
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| 94 | //this->getWeaponManager()->addWeapon(turret, 3, 0); |
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| 95 | |
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| 96 | this->getWeaponManager()->changeWeaponConfig(1); |
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| 97 | } |
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| 98 | |
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| 99 | |
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| 100 | /** |
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| 101 | * initializes a Spaceship |
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| 102 | */ |
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| 103 | void Helicopter::init() |
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| 104 | { |
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| 105 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 106 | this->setClassID(CL_HELICOPTER, "Helicopter"); |
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| 107 | |
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| 108 | PRINTF(4)("SPACESHIP INIT\n"); |
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| 109 | |
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| 110 | this->loadModel("models/ships/helicopter_#.obj", 1.0); |
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| 111 | |
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| 112 | EventHandler::getInstance()->grabEvents(true); |
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| 113 | |
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| 114 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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| 115 | bFire = false; |
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| 116 | xMouse = yMouse = 0; |
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| 117 | mouseSensitivity = 0.001; |
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| 118 | |
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| 119 | cycle = 0.0; |
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| 120 | |
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| 121 | |
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| 122 | travelSpeed = 15.0; |
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| 123 | this->velocity = Vector(0.0,0.0,0.0); |
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| 124 | this->velocityDir = Vector(1.0,0.0,0.0); |
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| 125 | |
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| 126 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 127 | // button->show(); |
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| 128 | // button->setLabel("orxonox"); |
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| 129 | // button->setBindNode(this); |
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| 130 | |
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| 131 | //add events to the eventlist |
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| 132 | registerEvent(SDLK_w); |
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| 133 | registerEvent(SDLK_s); |
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| 134 | registerEvent(SDLK_a); |
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| 135 | registerEvent(SDLK_d); |
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| 136 | registerEvent(SDLK_q); |
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| 137 | registerEvent(SDLK_e); |
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| 138 | registerEvent(KeyMapper::PEV_FIRE1); |
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| 139 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 140 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 141 | registerEvent(SDLK_PAGEUP); |
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| 142 | registerEvent(SDLK_PAGEDOWN); |
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| 143 | registerEvent(EV_MOUSE_MOTION); |
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| 144 | |
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| 145 | this->getWeaponManager()->setSlotCount(7); |
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| 146 | |
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| 147 | this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 148 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 149 | |
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| 150 | this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 151 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 152 | |
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| 153 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 154 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 155 | |
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| 156 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 157 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 158 | |
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| 159 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 160 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 161 | |
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| 162 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 163 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 164 | // |
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| 165 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 166 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 167 | // |
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| 168 | // this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 169 | // this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 170 | // |
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| 171 | // this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 172 | // this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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| 173 | |
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| 174 | } |
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| 175 | |
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| 176 | /** |
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| 177 | * loads the Settings of a Helicopter from an XML-element. |
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| 178 | * @param root the XML-element to load the Spaceship's properties from |
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| 179 | */ |
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| 180 | void Helicopter::loadParams(const TiXmlElement* root) |
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| 181 | { |
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| 182 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 183 | } |
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| 184 | |
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| 185 | |
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| 186 | /** |
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| 187 | * adds a weapon to the weapon list of the spaceship |
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| 188 | * @param weapon to add |
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| 189 | */ |
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| 190 | void Helicopter::addWeapon(Weapon* weapon) |
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| 191 | { |
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| 192 | this->getWeaponManager()->addWeapon(weapon); |
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| 193 | } |
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| 194 | |
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| 195 | |
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| 196 | /** |
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| 197 | * removes a weapon from the spaceship |
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| 198 | * @param weapon to remove |
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| 199 | */ |
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| 200 | void Helicopter::removeWeapon(Weapon* weapon) |
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| 201 | { |
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| 202 | this->getWeaponManager()->removeWeapon(weapon); |
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| 203 | } |
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| 204 | |
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| 205 | /** |
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| 206 | * effect that occurs after the Helicopter is spawned |
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| 207 | */ |
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| 208 | void Helicopter::postSpawn () |
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| 209 | { |
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| 210 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 211 | } |
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| 212 | |
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| 213 | /** |
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| 214 | * the action occuring if the spaceship left the game |
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| 215 | */ |
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| 216 | void Helicopter::leftWorld () |
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| 217 | {} |
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| 218 | |
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| 219 | /** |
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| 220 | * this function is called, when two entities collide |
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| 221 | * @param entity: the world entity with whom it collides |
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| 222 | * |
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| 223 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 224 | */ |
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| 225 | void Helicopter::collidesWith(WorldEntity* entity, const Vector& location) |
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| 226 | { |
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| 227 | if (entity->isA(CL_TURRET_POWER_UP)) |
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| 228 | { |
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| 229 | this->ADDWEAPON(); |
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| 230 | } |
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| 231 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 232 | } |
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| 233 | |
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| 234 | |
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| 235 | |
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| 236 | /** |
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| 237 | * the function called for each passing timeSnap |
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| 238 | * @param time The timespan passed since last update |
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| 239 | */ |
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| 240 | void Helicopter::tick (float time) |
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| 241 | { |
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| 242 | cycle += time; |
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| 243 | // spaceship controlled movement |
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| 244 | this->calculateVelocity(time); |
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| 245 | |
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| 246 | Vector move = (velocity)*time; |
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| 247 | |
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| 248 | //orient the spaceship model in the direction of movement. |
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| 249 | |
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| 250 | // this is the air friction (necessary for a smooth control) |
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| 251 | if(velocity.len() != 0) velocity -= velocity*0.01; |
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| 252 | |
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| 253 | this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
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| 254 | |
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| 255 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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| 256 | |
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| 257 | this->shiftCoor (move); |
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| 258 | |
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| 259 | this->getWeaponManager()->tick(time); |
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| 260 | // weapon system manipulation |
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| 261 | this->weaponAction(); |
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| 262 | } |
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| 263 | |
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| 264 | /** |
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| 265 | * calculate the velocity |
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| 266 | * @param time the timeslice since the last frame |
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| 267 | */ |
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| 268 | void Helicopter::calculateVelocity (float time) |
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| 269 | { |
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| 270 | Vector accel(0.0, 0.0, 0.0); |
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| 271 | //Vector rot(0.0, 0.0, 0.0); |
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| 272 | //float rotVal = 0.0; |
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| 273 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 274 | /* calculate the direction in which the craft is heading */ |
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| 275 | |
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| 276 | if( this->bUp ) |
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| 277 | { |
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| 278 | //this->shiftCoor(this->getAbsDirX()); |
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| 279 | accel += (this->getAbsDirX())*2; |
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| 280 | } |
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| 281 | |
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| 282 | if( this->bDown ) |
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| 283 | { |
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| 284 | //this->shiftCoor((this->getAbsDirX())*-1); |
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| 285 | accel -= (this->getAbsDirX())*2; |
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| 286 | } |
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| 287 | |
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| 288 | if( this->bLeft /* > -this->getRelCoor().z*2*/) |
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| 289 | { |
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| 290 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 291 | // accel -= rightDirection; |
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| 292 | //velocityDir.normalize(); |
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| 293 | //rot +=Vector(1,0,0); |
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| 294 | //rotVal -= .4; |
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| 295 | } |
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| 296 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 297 | { |
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| 298 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 299 | |
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| 300 | // accel += rightDirection; |
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| 301 | //velocityDir.normalize(); |
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| 302 | //rot += Vector(1,0,0); |
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| 303 | //rotVal += .4; |
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| 304 | } |
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| 305 | |
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| 306 | if( this->bRollL /* > -this->getRelCoor().z*2*/) |
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| 307 | { |
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| 308 | this->shiftDir(Quaternion(-time, Vector(1,0,0))); |
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| 309 | // accel -= rightDirection; |
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| 310 | //velocityDir.normalize(); |
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| 311 | //rot +=Vector(1,0,0); |
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| 312 | //rotVal -= .4; |
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| 313 | } |
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| 314 | if( this->bRollR /* > this->getRelCoor().z*2*/) |
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| 315 | { |
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| 316 | this->shiftDir(Quaternion(time, Vector(1,0,0))); |
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| 317 | |
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| 318 | // accel += rightDirection; |
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| 319 | //velocityDir.normalize(); |
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| 320 | //rot += Vector(1,0,0); |
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| 321 | //rotVal += .4; |
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| 322 | } |
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| 323 | if (this->bAscend ) |
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| 324 | { |
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| 325 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 326 | |
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| 327 | // accel += upDirection; |
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| 328 | //velocityDir.normalize(); |
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| 329 | //rot += Vector(0,0,1); |
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| 330 | //rotVal += .4; |
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| 331 | } |
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| 332 | if (this->bDescend ) |
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| 333 | { |
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| 334 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 335 | |
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| 336 | // accel -= upDirection; |
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| 337 | //velocityDir.normalize(); |
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| 338 | //rot += Vector(0,0,1); |
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| 339 | //rotVal -= .4; |
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| 340 | } |
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| 341 | |
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| 342 | velocity += accel; |
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| 343 | //rot.normalize(); |
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| 344 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 345 | } |
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| 346 | |
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| 347 | |
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| 348 | void Helicopter::draw() const |
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| 349 | { |
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| 350 | this->drawLODsafe(); |
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| 351 | |
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| 352 | this->getWeaponManager()->draw(); |
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| 353 | } |
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| 354 | |
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| 355 | |
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| 356 | /** |
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| 357 | * weapon manipulation by the player |
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| 358 | */ |
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| 359 | void Helicopter::weaponAction() |
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| 360 | { |
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| 361 | if( this->bFire) |
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| 362 | { |
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| 363 | this->getWeaponManager()->fire(); |
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| 364 | } |
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| 365 | } |
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| 366 | |
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| 367 | /** |
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| 368 | * @todo switch statement ?? |
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| 369 | */ |
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| 370 | void Helicopter::process(const Event &event) |
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| 371 | { |
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| 372 | |
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| 373 | |
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| 374 | if( event.type == SDLK_a) |
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| 375 | this->bRollL = event.bPressed; |
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| 376 | else if( event.type == SDLK_d) |
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| 377 | this->bRollR = event.bPressed; |
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| 378 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 379 | this->bFire = event.bPressed; |
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| 380 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 381 | this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 382 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 383 | this->getWeaponManager()->previousWeaponConfig(); |
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| 384 | |
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| 385 | else if( event.type == SDLK_w) |
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| 386 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 387 | else if( event.type == SDLK_s) |
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| 388 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 389 | else if( event.type == EV_MOUSE_MOTION) |
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| 390 | { |
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| 391 | this->xMouse = event.xRel; |
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| 392 | this->yMouse = event.yRel; |
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| 393 | this->shiftDir(Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1))); |
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| 394 | } |
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| 395 | } |
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| 396 | |
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| 397 | #include "weapons/aiming_turret.h" |
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| 398 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 399 | void Helicopter::ADDWEAPON() |
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| 400 | { |
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| 401 | Weapon* turret = NULL; |
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| 402 | |
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| 403 | if ((float)rand()/RAND_MAX < .1) |
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| 404 | { |
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| 405 | //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) |
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| 406 | { |
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| 407 | turret = new Turret(); |
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| 408 | this->getWeaponManager()->addWeapon(turret, 2); |
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| 409 | this->getWeaponManager()->changeWeaponConfig(2); |
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| 410 | } |
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| 411 | } |
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| 412 | else |
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| 413 | { |
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| 414 | //if (this->getWeaponManager()->hasFreeSlot(3)) |
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| 415 | { |
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| 416 | turret = new AimingTurret(); |
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| 417 | this->getWeaponManager()->addWeapon(turret, 3); |
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| 418 | |
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| 419 | this->getWeaponManager()->changeWeaponConfig(3); |
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| 420 | } |
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| 421 | } |
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| 422 | |
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| 423 | if(turret != NULL) |
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| 424 | { |
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| 425 | turret->setName("Turret"); |
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| 426 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 427 | } |
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| 428 | } |
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