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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 6241

Last change on this file since 6241 was 6241, checked in by bensch, 18 years ago

trunk: merged the spaceshipcontrol back to the trunk

File size: 12.7 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
22#include "objModel.h"
23#include "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "factory.h"
31#include "key_mapper.h"
32#include "event_handler.h"
33
34#include "graphics_engine.h"
35
36using namespace std;
37
38CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
39
40/**
41 *  creates the controlable Spaceship
42 */
43SpaceShip::SpaceShip()
44{
45  this->init();
46}
47
48/**
49 *  destructs the spaceship, deletes alocated memory
50 */
51SpaceShip::~SpaceShip ()
52{
53}
54
55/**
56 * loads a Spaceships information from a specified file.
57 * @param fileName the name of the File to load the spaceship from (absolute path)
58 */
59SpaceShip::SpaceShip(const char* fileName)
60{
61  this->init();
62  TiXmlDocument doc(fileName);
63
64  if(!doc.LoadFile())
65  {
66    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
67    return;
68  }
69
70  this->loadParams(doc.RootElement());
71}
72
73/**
74 *  creates a new Spaceship from Xml Data
75 * @param root the xml element containing spaceship data
76
77   @todo add more parameters to load
78*/
79SpaceShip::SpaceShip(const TiXmlElement* root)
80{
81  this->init();
82  if (root != NULL)
83    this->loadParams(root);
84
85  //weapons:
86  Weapon* wpRight = new TestGun(0);
87  wpRight->setName("testGun Right");
88  Weapon* wpLeft = new TestGun(1);
89  wpLeft->setName("testGun Left");
90  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
91
92  cannon->setName("BFG");
93
94  this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
95  this->getWeaponManager()->addWeapon(wpRight,1 ,1);
96  this->getWeaponManager()->addWeapon(cannon, 0, 6);
97
98  //this->getWeaponManager()->addWeapon(turret, 3, 0);
99
100  this->getWeaponManager()->changeWeaponConfig(1);
101}
102
103
104/**
105 * initializes a Spaceship
106 */
107void SpaceShip::init()
108{
109//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
110  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
111
112  PRINTF(4)("SPACESHIP INIT\n");
113
114  EventHandler::getInstance()->grabEvents(true);
115
116  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
117  bFire = false;
118  xMouse = yMouse = 0;
119  mouseSensitivity = 0.001;
120  airViscosity = 1.0;
121  cycle = 0.0;
122
123
124  travelSpeed = 15.0;
125  this->velocity = Vector(0.0,0.0,0.0);
126  this->mouseDir = this->getAbsDir();
127
128//   GLGuiButton* button = new GLGuiPushButton();
129//   button->show();
130//   button->setLabel("orxonox");
131//   button->setBindNode(this);
132
133  //add events to the eventlist
134  registerEvent(SDLK_w);
135  registerEvent(SDLK_s);
136  registerEvent(SDLK_a);
137  registerEvent(SDLK_d);
138  registerEvent(SDLK_q);
139  registerEvent(SDLK_e);
140  registerEvent(KeyMapper::PEV_FIRE1);
141  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
142  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
143  registerEvent(SDLK_PAGEUP);
144  registerEvent(SDLK_PAGEDOWN);
145  registerEvent(EV_MOUSE_MOTION);
146
147  this->getWeaponManager()->setSlotCount(7);
148
149  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
150  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
151
152  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
153  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
154
155  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
156  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
157
158  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
159  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
160
161  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
162  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
163
164  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
165  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
166//
167   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
168   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
169   //
170//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
171//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
172//
173//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
174//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
175
176  this->getWeaponManager()->getFixedTarget()->setParent(this);
177  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
178
179  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
180}
181
182/**
183 * loads the Settings of a SpaceShip from an XML-element.
184 * @param root the XML-element to load the Spaceship's properties from
185 */
186void SpaceShip::loadParams(const TiXmlElement* root)
187{
188  static_cast<WorldEntity*>(this)->loadParams(root);
189}
190
191
192void SpaceShip::enter()
193{
194  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
195  this->attachCamera();
196
197
198}
199
200void SpaceShip::leave()
201{
202  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
203  this->detachCamera();
204
205
206}
207
208/**
209 * adds a weapon to the weapon list of the spaceship
210 * @param weapon to add
211*/
212void SpaceShip::addWeapon(Weapon* weapon)
213{
214  this->getWeaponManager()->addWeapon(weapon);
215}
216
217
218/**
219 *  removes a weapon from the spaceship
220 * @param weapon to remove
221*/
222void SpaceShip::removeWeapon(Weapon* weapon)
223{
224  this->getWeaponManager()->removeWeapon(weapon);
225}
226
227/**
228 *  effect that occurs after the SpaceShip is spawned
229*/
230void SpaceShip::postSpawn ()
231{
232  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
233}
234
235/**
236 *  the action occuring if the spaceship left the game
237*/
238void SpaceShip::leftWorld ()
239{}
240
241WorldEntity* ref = NULL;
242/**
243 *  this function is called, when two entities collide
244 * @param entity: the world entity with whom it collides
245 *
246 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
247 */
248void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
249{
250  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
251  {
252    this->ADDWEAPON();
253    ref = entity;
254    }
255//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
256}
257
258/**
259 *  draws the spaceship after transforming it.
260*/
261void SpaceShip::draw () const
262{
263  this->drawLODsafe();
264
265  this->getWeaponManager()->draw();
266
267  //this->debug(0);
268}
269
270/**
271 *  the function called for each passing timeSnap
272 * @param time The timespan passed since last update
273*/
274void SpaceShip::tick (float time)
275{
276
277  // spaceship controlled movement
278  this->calculateVelocity(time);
279
280  Vector move = (velocity)*time;
281
282  //orient the velocity in the direction of the spaceship.
283  travelSpeed = velocity.len();
284  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
285  velocity = (velocity.getNormalized())*travelSpeed;
286
287  //orient the spaceship in direction of the mouse
288   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, fabsf(time)*3.0);
289   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
290    this->setAbsDir( rotQuat);
291   //this->setAbsDirSoft(mouseDir,5);
292
293  // this is the air friction (necessary for a smooth control)
294  if(velocity.len() != 0) velocity -= velocity*0.01;
295
296  //hoover effect
297  cycle += time;
298  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
299
300  //readjust
301 // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
302  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
303
304  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
305
306  this->shiftCoor (move);
307
308  this->getWeaponManager()->tick(time);
309  // weapon system manipulation
310  this->weaponAction();
311}
312
313/**
314 *  calculate the velocity
315 * @param time the timeslice since the last frame
316*/
317void SpaceShip::calculateVelocity (float time)
318{
319  Vector accel(0.0, 0.0, 0.0);
320  /*
321  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
322  */
323  //float rotVal = 0.0;
324  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
325  /* calculate the direction in which the craft is heading  */
326
327  Plane plane(Vector(0,1,0), Vector(0,0,0));
328
329  if( this->bUp )
330   {
331     //this->shiftCoor(this->getAbsDirX());
332      accel += (this->getAbsDirX())*2;
333
334      /* Heli-Steuerung
335         accel += (this->getAbsDirX()*2;
336         if(
337      */
338   }
339
340  if( this->bDown )
341   {
342     //this->shiftCoor((this->getAbsDirX())*-1);
343     accel -= (this->getAbsDirX())*2;
344   }
345
346  if( this->bLeft/* > -this->getRelCoor().z*2*/)
347  {
348    this->shiftDir(Quaternion(time, Vector(0,1,0)));
349//    accel -= rightDirection;
350    //velocityDir.normalize();
351    //rot +=Vector(1,0,0);
352    //rotVal -= .4;
353  }
354  if( this->bRight /* > this->getRelCoor().z*2*/)
355  {
356    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
357
358    //    accel += rightDirection;
359    //velocityDir.normalize();
360    //rot += Vector(1,0,0);
361    //rotVal += .4;
362  }
363
364
365  if( this->bRollL /* > -this->getRelCoor().z*2*/)
366  {
367    mouseDir *= Quaternion(-time, Vector(1,0,0));
368//    accel -= rightDirection;
369    //velocityDir.normalize();
370    //rot +=Vector(1,0,0);
371    //rotVal -= .4;
372  }
373  if( this->bRollR /* > this->getRelCoor().z*2*/)
374  {
375    mouseDir *= Quaternion(time, Vector(1,0,0));
376
377    //    accel += rightDirection;
378    //velocityDir.normalize();
379    //rot += Vector(1,0,0);
380    //rotVal += .4;
381  }
382  if (this->bAscend )
383  {
384    this->shiftDir(Quaternion(time, Vector(0,0,1)));
385
386//    accel += upDirection;
387    //velocityDir.normalize();
388    //rot += Vector(0,0,1);
389    //rotVal += .4;
390  }
391  if (this->bDescend )
392  {
393    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
394
395    //    accel -= upDirection;
396    //velocityDir.normalize();
397    //rot += Vector(0,0,1);
398    //rotVal -= .4;
399  }
400
401  velocity += accel;
402  //rot.normalize();
403  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
404}
405
406/**
407 * weapon manipulation by the player
408*/
409void SpaceShip::weaponAction()
410{
411  if( this->bFire)
412    {
413      this->getWeaponManager()->fire();
414    }
415}
416
417/**
418 * @todo switch statement ??
419 */
420void SpaceShip::process(const Event &event)
421{
422
423
424  if( event.type == SDLK_a)
425      this->bRollL = event.bPressed;
426  else if( event.type == SDLK_d)
427      this->bRollR = event.bPressed;
428  else if( event.type == KeyMapper::PEV_FIRE1)
429      this->bFire = event.bPressed;
430  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
431    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
432  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
433    this->getWeaponManager()->previousWeaponConfig();
434
435  else if( event.type == SDLK_w)
436    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
437  else if( event.type == SDLK_s)
438    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
439  else if( event.type == EV_MOUSE_MOTION)
440  {
441    this->xMouse = event.xRel;
442    this->yMouse = event.yRel;
443    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
444   // if( xMouse*xMouse + yMouse*yMouse < 0.9)
445     //this->setAbsDir(mouseDir);
446  }
447}
448
449#include "weapons/aiming_turret.h"
450// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
451void SpaceShip::ADDWEAPON()
452{
453  Weapon* turret = NULL;
454
455  if ((float)rand()/RAND_MAX < .1)
456  {
457    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
458    {
459      turret = new Turret();
460      this->getWeaponManager()->addWeapon(turret, 2);
461      this->getWeaponManager()->changeWeaponConfig(2);
462    }
463  }
464  else
465  {
466    //if (this->getWeaponManager()->hasFreeSlot(3))
467    {
468      turret = new AimingTurret();
469      this->getWeaponManager()->addWeapon(turret, 3);
470
471      this->getWeaponManager()->changeWeaponConfig(3);
472    }
473  }
474
475  if(turret != NULL)
476  {
477    turret->setName("Turret");
478    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
479  }
480}
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