Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 6281

Last change on this file since 6281 was 6281, checked in by bensch, 18 years ago

trunk: make usage of the Virtual-derivates

File size: 13.4 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 "power_ups/weapon_power_up.h"
35#include "power_ups/param_power_up.h"
36
37#include "graphics_engine.h"
38
39using namespace std;
40
41CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
42
43/**
44 *  creates the controlable Spaceship
45 */
46SpaceShip::SpaceShip()
47{
48  this->init();
49}
50
51/**
52 *  destructs the spaceship, deletes alocated memory
53 */
54SpaceShip::~SpaceShip ()
55{
56}
57
58/**
59 * loads a Spaceships information from a specified file.
60 * @param fileName the name of the File to load the spaceship from (absolute path)
61 */
62SpaceShip::SpaceShip(const char* fileName)
63{
64  this->init();
65  TiXmlDocument doc(fileName);
66
67  if(!doc.LoadFile())
68  {
69    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
70    return;
71  }
72
73  this->loadParams(doc.RootElement());
74}
75
76/**
77 *  creates a new Spaceship from Xml Data
78 * @param root the xml element containing spaceship data
79
80   @todo add more parameters to load
81*/
82SpaceShip::SpaceShip(const TiXmlElement* root)
83{
84  this->init();
85  if (root != NULL)
86    this->loadParams(root);
87
88  //weapons:
89  Weapon* wpRight = new TestGun(0);
90  wpRight->setName("testGun Right");
91  Weapon* wpLeft = new TestGun(1);
92  wpLeft->setName("testGun Left");
93  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
94
95  cannon->setName("BFG");
96
97  this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
98  this->getWeaponManager()->addWeapon(wpRight,1 ,1);
99  this->getWeaponManager()->addWeapon(cannon, 0, 6);
100
101  //this->getWeaponManager()->addWeapon(turret, 3, 0);
102
103  this->getWeaponManager()->changeWeaponConfig(1);
104}
105
106
107/**
108 * initializes a Spaceship
109 */
110void SpaceShip::init()
111{
112//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
113  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
114
115  PRINTF(4)("SPACESHIP INIT\n");
116
117  //EventHandler::getInstance()->grabEvents(true);
118
119  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
120  bFire = false;
121  xMouse = yMouse = 0;
122  mouseSensitivity = 0.001;
123  airViscosity = 1.0;
124  cycle = 0.0;
125
126
127  travelSpeed = 15.0;
128  this->velocity = Vector(0.0,0.0,0.0);
129  this->mouseDir = this->getAbsDir();
130
131//   GLGuiButton* button = new GLGuiPushButton();
132//   button->show();
133//   button->setLabel("orxonox");
134//   button->setBindNode(this);
135
136  //add events to the eventlist
137  registerEvent(SDLK_w);
138  registerEvent(SDLK_s);
139  registerEvent(SDLK_a);
140  registerEvent(SDLK_d);
141  registerEvent(SDLK_q);
142  registerEvent(SDLK_e);
143  registerEvent(KeyMapper::PEV_FIRE1);
144  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
145  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
146  registerEvent(SDLK_PAGEUP);
147  registerEvent(SDLK_PAGEDOWN);
148  registerEvent(EV_MOUSE_MOTION);
149
150  this->getWeaponManager()->setSlotCount(7);
151
152  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
153  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
154
155  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
156  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
157
158  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
159  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
160
161  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
162  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
163
164  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
165  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
166
167  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
168  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
169//
170   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
171   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
172   //
173//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
174//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
175//
176//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
177//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
178
179  this->getWeaponManager()->getFixedTarget()->setParent(this);
180  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
181
182  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
183}
184
185/**
186 * loads the Settings of a SpaceShip from an XML-element.
187 * @param root the XML-element to load the Spaceship's properties from
188 */
189void SpaceShip::loadParams(const TiXmlElement* root)
190{
191  static_cast<WorldEntity*>(this)->loadParams(root);
192}
193
194
195void SpaceShip::enter()
196{
197  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
198  this->attachCamera();
199
200
201}
202
203void SpaceShip::leave()
204{
205  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
206  this->detachCamera();
207
208
209}
210
211/**
212 * adds a weapon to the weapon list of the spaceship
213 * @param weapon to add
214*/
215void SpaceShip::addWeapon(Weapon* weapon)
216{
217  this->getWeaponManager()->addWeapon(weapon);
218}
219
220
221/**
222 *  removes a weapon from the spaceship
223 * @param weapon to remove
224*/
225void SpaceShip::removeWeapon(Weapon* weapon)
226{
227  this->getWeaponManager()->removeWeapon(weapon);
228}
229
230/**
231 *  effect that occurs after the SpaceShip is spawned
232*/
233void SpaceShip::postSpawn ()
234{
235  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
236}
237
238/**
239 *  the action occuring if the spaceship left the game
240*/
241void SpaceShip::leftWorld ()
242{}
243
244WorldEntity* ref = NULL;
245/**
246 *  this function is called, when two entities collide
247 * @param entity: the world entity with whom it collides
248 *
249 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
250 */
251void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
252{
253  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
254  {
255    this->ADDWEAPON();
256    ref = entity;
257    }
258//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
259}
260
261/**
262 *  draws the spaceship after transforming it.
263*/
264void SpaceShip::draw () const
265{
266  WorldEntity::draw();
267  this->getWeaponManager()->draw();
268
269  //this->debug(0);
270}
271
272/**
273 *  the function called for each passing timeSnap
274 * @param time The timespan passed since last update
275*/
276void SpaceShip::tick (float time)
277{
278
279  // spaceship controlled movement
280  this->calculateVelocity(time);
281
282  Vector move = (velocity)*time;
283
284  //orient the velocity in the direction of the spaceship.
285  travelSpeed = velocity.len();
286  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
287  velocity = (velocity.getNormalized())*travelSpeed;
288
289  //orient the spaceship in direction of the mouse
290   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, fabsf(time)*3.0);
291   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
292    this->setAbsDir( rotQuat);
293   //this->setAbsDirSoft(mouseDir,5);
294
295  // this is the air friction (necessary for a smooth control)
296  if(velocity.len() != 0) velocity -= velocity*0.01;
297
298  //hoover effect
299  cycle += time;
300  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
301
302  //readjust
303 // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
304  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
305
306  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
307
308  this->shiftCoor (move);
309
310  this->getWeaponManager()->tick(time);
311  // weapon system manipulation
312  this->weaponAction();
313}
314
315/**
316 *  calculate the velocity
317 * @param time the timeslice since the last frame
318*/
319void SpaceShip::calculateVelocity (float time)
320{
321  Vector accel(0.0, 0.0, 0.0);
322  /*
323  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
324  */
325  //float rotVal = 0.0;
326  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
327  /* calculate the direction in which the craft is heading  */
328
329  Plane plane(Vector(0,1,0), Vector(0,0,0));
330
331  if( this->bUp )
332   {
333     //this->shiftCoor(this->getAbsDirX());
334      accel += (this->getAbsDirX())*2;
335
336      /* Heli-Steuerung
337         accel += (this->getAbsDirX()*2;
338         if(
339      */
340   }
341
342  if( this->bDown )
343   {
344     //this->shiftCoor((this->getAbsDirX())*-1);
345     accel -= (this->getAbsDirX())*2;
346   }
347
348  if( this->bLeft/* > -this->getRelCoor().z*2*/)
349  {
350    this->shiftDir(Quaternion(time, Vector(0,1,0)));
351//    accel -= rightDirection;
352    //velocityDir.normalize();
353    //rot +=Vector(1,0,0);
354    //rotVal -= .4;
355  }
356  if( this->bRight /* > this->getRelCoor().z*2*/)
357  {
358    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
359
360    //    accel += rightDirection;
361    //velocityDir.normalize();
362    //rot += Vector(1,0,0);
363    //rotVal += .4;
364  }
365
366
367  if( this->bRollL /* > -this->getRelCoor().z*2*/)
368  {
369    mouseDir *= Quaternion(-time, Vector(1,0,0));
370//    accel -= rightDirection;
371    //velocityDir.normalize();
372    //rot +=Vector(1,0,0);
373    //rotVal -= .4;
374  }
375  if( this->bRollR /* > this->getRelCoor().z*2*/)
376  {
377    mouseDir *= Quaternion(time, Vector(1,0,0));
378
379    //    accel += rightDirection;
380    //velocityDir.normalize();
381    //rot += Vector(1,0,0);
382    //rotVal += .4;
383  }
384  if (this->bAscend )
385  {
386    this->shiftDir(Quaternion(time, Vector(0,0,1)));
387
388//    accel += upDirection;
389    //velocityDir.normalize();
390    //rot += Vector(0,0,1);
391    //rotVal += .4;
392  }
393  if (this->bDescend )
394  {
395    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
396
397    //    accel -= upDirection;
398    //velocityDir.normalize();
399    //rot += Vector(0,0,1);
400    //rotVal -= .4;
401  }
402
403  velocity += accel;
404  //rot.normalize();
405  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
406}
407
408/**
409 * weapon manipulation by the player
410*/
411void SpaceShip::weaponAction()
412{
413  if( this->bFire)
414    {
415      this->getWeaponManager()->fire();
416    }
417}
418
419/**
420 * @todo switch statement ??
421 */
422void SpaceShip::process(const Event &event)
423{
424
425
426  if( event.type == SDLK_a)
427      this->bRollL = event.bPressed;
428  else if( event.type == SDLK_d)
429      this->bRollR = event.bPressed;
430  else if( event.type == KeyMapper::PEV_FIRE1)
431      this->bFire = event.bPressed;
432  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
433    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
434  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
435    this->getWeaponManager()->previousWeaponConfig();
436  else if( event.type == SDLK_w)
437    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
438  else if( event.type == SDLK_s)
439    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
440  else if( event.type == EV_MOUSE_MOTION)
441  {
442    this->xMouse = event.xRel;
443    this->yMouse = event.yRel;
444    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
445   // if( xMouse*xMouse + yMouse*yMouse < 0.9)
446     //this->setAbsDir(mouseDir);
447  }
448}
449
450/**
451 *
452 */
453bool SpaceShip::pickup(PowerUp* powerUp)
454{
455  if(powerUp->isA(CL_WEAPON_POWER_UP)) {
456    Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon();
457    WeaponManager* manager = this->getWeaponManager();
458    int slot = manager->getNextFreeSlot(0, weapon->getCapability());
459    if(slot >= 0) {
460      manager->addWeapon(weapon, 0, slot);
461      return true;
462    }
463  }
464  else if(powerUp->isA(CL_PARAM_POWER_UP)) {
465    ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp);
466    switch(ppu->getType()) {
467      case PARAM_SHIELD:
468        break;
469    }
470  }
471  return false;
472}
473
474#include "weapons/aiming_turret.h"
475// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
476void SpaceShip::ADDWEAPON()
477{
478  Weapon* turret = NULL;
479
480  if ((float)rand()/RAND_MAX < .1)
481  {
482    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
483    {
484      turret = new Turret();
485      this->getWeaponManager()->addWeapon(turret, 2);
486      this->getWeaponManager()->changeWeaponConfig(2);
487    }
488  }
489  else
490  {
491    //if (this->getWeaponManager()->hasFreeSlot(3))
492    {
493      turret = new AimingTurret();
494      this->getWeaponManager()->addWeapon(turret, 3);
495
496      this->getWeaponManager()->changeWeaponConfig(3);
497    }
498  }
499
500  if(turret != NULL)
501  {
502    turret->setName("Turret");
503    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
504  }
505}
Note: See TracBrowser for help on using the repository browser.