| 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 Knecht |
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| 13 | co-programmer: Silvan Nellen |
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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 "executor/executor.h" |
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| 20 | #include "space_ship.h" |
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| 21 | |
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| 22 | #include "objModel.h" |
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| 23 | #include "resource_manager.h" |
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| 24 | |
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| 25 | #include "weapons/weapon_manager.h" |
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| 26 | #include "weapons/test_gun.h" |
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| 27 | #include "weapons/turret.h" |
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| 28 | #include "weapons/cannon.h" |
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| 29 | |
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| 30 | #include "factory.h" |
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| 31 | #include "key_mapper.h" |
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| 32 | #include "event_handler.h" |
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| 33 | |
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| 34 | #include "power_ups/weapon_power_up.h" |
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| 35 | #include "power_ups/param_power_up.h" |
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| 36 | |
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| 37 | #include "graphics_engine.h" |
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| 38 | |
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| 39 | |
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| 40 | |
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| 41 | // #include "lib/gui/gl_gui/glgui_bar.h" |
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| 42 | // #include "lib/gui/gl_gui/glgui_pushbutton.h" |
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| 43 | |
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| 44 | |
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| 45 | using namespace std; |
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| 46 | |
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| 47 | CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP); |
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| 48 | |
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| 49 | /** |
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| 50 | * creates the controlable Spaceship |
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| 51 | */ |
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| 52 | SpaceShip::SpaceShip() |
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| 53 | { |
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| 54 | this->init(); |
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| 55 | } |
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| 56 | |
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| 57 | /** |
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| 58 | * destructs the spaceship, deletes alocated memory |
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| 59 | */ |
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| 60 | SpaceShip::~SpaceShip () |
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| 61 | { |
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| 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | * loads a Spaceships information from a specified file. |
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| 66 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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| 67 | */ |
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| 68 | SpaceShip::SpaceShip(const char* fileName) |
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| 69 | { |
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| 70 | this->init(); |
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| 71 | TiXmlDocument doc(fileName); |
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| 72 | |
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| 73 | if(!doc.LoadFile()) |
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| 74 | { |
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| 75 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName); |
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| 76 | return; |
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| 77 | } |
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| 78 | |
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| 79 | this->loadParams(doc.RootElement()); |
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| 80 | } |
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| 81 | |
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| 82 | /** |
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| 83 | * creates a new Spaceship from Xml Data |
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| 84 | * @param root the xml element containing spaceship data |
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| 85 | |
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| 86 | @todo add more parameters to load |
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| 87 | */ |
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| 88 | SpaceShip::SpaceShip(const TiXmlElement* root) |
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| 89 | { |
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| 90 | this->init(); |
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| 91 | if (root != NULL) |
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| 92 | this->loadParams(root); |
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| 93 | |
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| 94 | //weapons: |
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| 95 | Weapon* wpRight = new TestGun(0); |
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| 96 | wpRight->setName("testGun Right"); |
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| 97 | Weapon* wpLeft = new TestGun(1); |
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| 98 | wpLeft->setName("testGun Left"); |
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| 99 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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| 100 | |
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| 101 | cannon->setName("BFG"); |
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| 102 | |
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| 103 | this->getWeaponManager()->addWeapon(wpLeft, 1, 0); |
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| 104 | this->getWeaponManager()->addWeapon(wpRight,1 ,1); |
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| 105 | this->getWeaponManager()->addWeapon(cannon, 0, 6); |
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| 106 | |
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| 107 | //this->getWeaponManager()->addWeapon(turret, 3, 0); |
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| 108 | |
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| 109 | this->getWeaponManager()->changeWeaponConfig(1); |
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| 110 | } |
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| 111 | |
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| 112 | |
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| 113 | /** |
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| 114 | * initializes a Spaceship |
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| 115 | */ |
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| 116 | void SpaceShip::init() |
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| 117 | { |
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| 118 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 119 | this->setClassID(CL_SPACE_SHIP, "SpaceShip"); |
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| 120 | |
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| 121 | PRINTF(4)("SPACESHIP INIT\n"); |
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| 122 | |
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| 123 | EventHandler::getInstance()->grabEvents(true); |
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| 124 | |
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| 125 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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| 126 | bFire = false; |
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| 127 | xMouse = yMouse = 0; |
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| 128 | mouseSensitivity = 0.001; |
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| 129 | airViscosity = 1.0; |
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| 130 | cycle = 0.0; |
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| 131 | |
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| 132 | |
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| 133 | travelSpeed = 15.0; |
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| 134 | this->velocity = Vector(0.0,0.0,0.0); |
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| 135 | this->mouseDir = this->getAbsDir(); |
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| 136 | |
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| 137 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 138 | // button->show(); |
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| 139 | // button->setLabel("orxonox"); |
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| 140 | // button->setBindNode(this); |
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| 141 | // GLGuiBar* bar = new GLGuiBar(); |
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| 142 | // bar->show(); |
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| 143 | // bar->setValue(7.0); |
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| 144 | // bar->setMaximum(10); |
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| 145 | // bar->setSize2D( 20, 100); |
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| 146 | // bar->setAbsCoor2D( 10, 200); |
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| 147 | |
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| 148 | //add events to the eventlist |
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| 149 | registerEvent(SDLK_w); |
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| 150 | registerEvent(SDLK_s); |
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| 151 | registerEvent(SDLK_a); |
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| 152 | registerEvent(SDLK_d); |
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| 153 | registerEvent(SDLK_q); |
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| 154 | registerEvent(SDLK_e); |
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| 155 | registerEvent(KeyMapper::PEV_FIRE1); |
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| 156 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 157 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 158 | registerEvent(SDLK_PAGEUP); |
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| 159 | registerEvent(SDLK_PAGEDOWN); |
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| 160 | registerEvent(EV_MOUSE_MOTION); |
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| 161 | |
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| 162 | this->getWeaponManager()->setSlotCount(7); |
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| 163 | |
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| 164 | this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 165 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 166 | |
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| 167 | this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 168 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 169 | |
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| 170 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 171 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 172 | |
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| 173 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 174 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 175 | |
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| 176 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 177 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 178 | |
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| 179 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 180 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 181 | // |
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| 182 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 183 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 184 | // |
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| 185 | // this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 186 | // this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 187 | // |
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| 188 | // this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 189 | // this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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| 190 | |
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| 191 | this->getWeaponManager()->getFixedTarget()->setParent(this); |
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| 192 | this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0); |
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| 193 | |
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| 194 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 195 | } |
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| 196 | |
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| 197 | /** |
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| 198 | * loads the Settings of a SpaceShip from an XML-element. |
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| 199 | * @param root the XML-element to load the Spaceship's properties from |
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| 200 | */ |
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| 201 | void SpaceShip::loadParams(const TiXmlElement* root) |
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| 202 | { |
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| 203 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 204 | } |
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| 205 | |
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| 206 | |
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| 207 | void SpaceShip::enter() |
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| 208 | { |
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| 209 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); |
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| 210 | this->attachCamera(); |
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| 211 | |
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| 212 | |
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| 213 | } |
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| 214 | |
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| 215 | void SpaceShip::leave() |
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| 216 | { |
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| 217 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 218 | this->detachCamera(); |
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| 219 | |
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| 220 | |
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| 221 | } |
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| 222 | |
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| 223 | /** |
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| 224 | * adds a weapon to the weapon list of the spaceship |
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| 225 | * @param weapon to add |
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| 226 | */ |
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| 227 | void SpaceShip::addWeapon(Weapon* weapon) |
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| 228 | { |
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| 229 | this->getWeaponManager()->addWeapon(weapon); |
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| 230 | } |
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| 231 | |
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| 232 | |
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| 233 | /** |
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| 234 | * removes a weapon from the spaceship |
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| 235 | * @param weapon to remove |
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| 236 | */ |
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| 237 | void SpaceShip::removeWeapon(Weapon* weapon) |
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| 238 | { |
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| 239 | this->getWeaponManager()->removeWeapon(weapon); |
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| 240 | } |
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| 241 | |
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| 242 | /** |
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| 243 | * effect that occurs after the SpaceShip is spawned |
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| 244 | */ |
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| 245 | void SpaceShip::postSpawn () |
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| 246 | { |
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| 247 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 248 | } |
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| 249 | |
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| 250 | /** |
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| 251 | * the action occuring if the spaceship left the game |
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| 252 | */ |
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| 253 | void SpaceShip::leftWorld () |
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| 254 | {} |
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| 255 | |
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| 256 | WorldEntity* ref = NULL; |
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| 257 | /** |
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| 258 | * this function is called, when two entities collide |
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| 259 | * @param entity: the world entity with whom it collides |
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| 260 | * |
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| 261 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 262 | */ |
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| 263 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
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| 264 | { |
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| 265 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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| 266 | { |
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| 267 | this->ADDWEAPON(); |
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| 268 | ref = entity; |
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| 269 | } |
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| 270 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 271 | } |
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| 272 | |
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| 273 | /** |
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| 274 | * draws the spaceship after transforming it. |
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| 275 | */ |
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| 276 | void SpaceShip::draw () const |
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| 277 | { |
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| 278 | WorldEntity::draw(); |
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| 279 | this->getWeaponManager()->draw(); |
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| 280 | |
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| 281 | //this->debug(0); |
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| 282 | } |
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| 283 | |
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| 284 | /** |
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| 285 | * the function called for each passing timeSnap |
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| 286 | * @param time The timespan passed since last update |
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| 287 | */ |
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| 288 | void SpaceShip::tick (float time) |
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| 289 | { |
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| 290 | |
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| 291 | // spaceship controlled movement |
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| 292 | this->calculateVelocity(time); |
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| 293 | |
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| 294 | Vector move = (velocity)*time; |
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| 295 | |
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| 296 | //orient the velocity in the direction of the spaceship. |
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| 297 | travelSpeed = velocity.len(); |
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| 298 | velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; |
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| 299 | velocity = (velocity.getNormalized())*travelSpeed; |
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| 300 | |
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| 301 | //orient the spaceship in direction of the mouse |
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| 302 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, fabsf(time)*3.0); |
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| 303 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
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| 304 | this->setAbsDir( rotQuat); |
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| 305 | //this->setAbsDirSoft(mouseDir,5); |
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| 306 | |
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| 307 | // this is the air friction (necessary for a smooth control) |
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| 308 | if(velocity.len() != 0) velocity -= velocity*0.01; |
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| 309 | |
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| 310 | //hoover effect |
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| 311 | cycle += time; |
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| 312 | this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
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| 313 | |
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| 314 | //readjust |
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| 315 | // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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| 316 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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| 317 | |
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| 318 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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| 319 | |
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| 320 | this->shiftCoor (move); |
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| 321 | |
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| 322 | this->getWeaponManager()->tick(time); |
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| 323 | // weapon system manipulation |
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| 324 | this->weaponAction(); |
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| 325 | } |
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| 326 | |
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| 327 | /** |
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| 328 | * calculate the velocity |
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| 329 | * @param time the timeslice since the last frame |
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| 330 | */ |
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| 331 | void SpaceShip::calculateVelocity (float time) |
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| 332 | { |
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| 333 | Vector accel(0.0, 0.0, 0.0); |
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| 334 | /* |
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| 335 | Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter |
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| 336 | */ |
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| 337 | //float rotVal = 0.0; |
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| 338 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 339 | /* calculate the direction in which the craft is heading */ |
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| 340 | |
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| 341 | Plane plane(Vector(0,1,0), Vector(0,0,0)); |
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| 342 | |
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| 343 | if( this->bUp ) |
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| 344 | { |
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| 345 | //this->shiftCoor(this->getAbsDirX()); |
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| 346 | accel += (this->getAbsDirX())*2; |
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| 347 | |
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| 348 | /* Heli-Steuerung |
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| 349 | accel += (this->getAbsDirX()*2; |
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| 350 | if( |
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| 351 | */ |
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| 352 | } |
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| 353 | |
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| 354 | if( this->bDown ) |
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| 355 | { |
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| 356 | //this->shiftCoor((this->getAbsDirX())*-1); |
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| 357 | accel -= (this->getAbsDirX())*2; |
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| 358 | } |
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| 359 | |
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| 360 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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| 361 | { |
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| 362 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 363 | // accel -= rightDirection; |
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| 364 | //velocityDir.normalize(); |
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| 365 | //rot +=Vector(1,0,0); |
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| 366 | //rotVal -= .4; |
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| 367 | } |
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| 368 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 369 | { |
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| 370 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 371 | |
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| 372 | // accel += rightDirection; |
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| 373 | //velocityDir.normalize(); |
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| 374 | //rot += Vector(1,0,0); |
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| 375 | //rotVal += .4; |
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| 376 | } |
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| 377 | |
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| 378 | |
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| 379 | if( this->bRollL /* > -this->getRelCoor().z*2*/) |
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| 380 | { |
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| 381 | mouseDir *= Quaternion(-time, Vector(1,0,0)); |
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| 382 | // accel -= rightDirection; |
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| 383 | //velocityDir.normalize(); |
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| 384 | //rot +=Vector(1,0,0); |
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| 385 | //rotVal -= .4; |
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| 386 | } |
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| 387 | if( this->bRollR /* > this->getRelCoor().z*2*/) |
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| 388 | { |
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| 389 | mouseDir *= Quaternion(time, Vector(1,0,0)); |
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| 390 | |
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| 391 | // accel += rightDirection; |
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| 392 | //velocityDir.normalize(); |
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| 393 | //rot += Vector(1,0,0); |
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| 394 | //rotVal += .4; |
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| 395 | } |
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| 396 | if (this->bAscend ) |
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| 397 | { |
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| 398 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 399 | |
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| 400 | // accel += upDirection; |
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| 401 | //velocityDir.normalize(); |
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| 402 | //rot += Vector(0,0,1); |
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| 403 | //rotVal += .4; |
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| 404 | } |
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| 405 | if (this->bDescend ) |
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| 406 | { |
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| 407 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 408 | |
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| 409 | // accel -= upDirection; |
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| 410 | //velocityDir.normalize(); |
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| 411 | //rot += Vector(0,0,1); |
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| 412 | //rotVal -= .4; |
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| 413 | } |
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| 414 | |
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| 415 | velocity += accel; |
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| 416 | //rot.normalize(); |
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| 417 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 418 | } |
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| 419 | |
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| 420 | /** |
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| 421 | * weapon manipulation by the player |
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| 422 | */ |
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| 423 | void SpaceShip::weaponAction() |
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| 424 | { |
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| 425 | if( this->bFire) |
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| 426 | { |
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| 427 | this->getWeaponManager()->fire(); |
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| 428 | } |
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| 429 | } |
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| 430 | |
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| 431 | /** |
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| 432 | * @todo switch statement ?? |
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| 433 | */ |
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| 434 | void SpaceShip::process(const Event &event) |
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| 435 | { |
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| 436 | |
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| 437 | |
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| 438 | if( event.type == SDLK_a) |
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| 439 | this->bRollL = event.bPressed; |
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| 440 | else if( event.type == SDLK_d) |
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| 441 | this->bRollR = event.bPressed; |
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| 442 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 443 | this->bFire = event.bPressed; |
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| 444 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 445 | this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 446 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 447 | this->getWeaponManager()->previousWeaponConfig(); |
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| 448 | else if( event.type == SDLK_w) |
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| 449 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 450 | else if( event.type == SDLK_s) |
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| 451 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 452 | else if( event.type == EV_MOUSE_MOTION) |
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| 453 | { |
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| 454 | this->xMouse = event.xRel; |
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| 455 | this->yMouse = event.yRel; |
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| 456 | mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1))); |
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| 457 | // if( xMouse*xMouse + yMouse*yMouse < 0.9) |
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| 458 | //this->setAbsDir(mouseDir); |
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| 459 | } |
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| 460 | } |
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| 461 | |
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| 462 | /** |
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| 463 | * |
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| 464 | */ |
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| 465 | bool SpaceShip::pickup(PowerUp* powerUp) |
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| 466 | { |
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| 467 | if(powerUp->isA(CL_WEAPON_POWER_UP)) { |
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| 468 | Weapon* weapon = dynamic_cast<WeaponPowerUp*>(powerUp)->getWeapon(); |
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| 469 | WeaponManager* manager = this->getWeaponManager(); |
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| 470 | int slot = manager->getNextFreeSlot(0, weapon->getCapability()); |
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| 471 | if(slot >= 0) { |
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| 472 | manager->addWeapon(weapon, 0, slot); |
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| 473 | return true; |
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| 474 | } |
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| 475 | } |
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| 476 | else if(powerUp->isA(CL_PARAM_POWER_UP)) { |
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| 477 | ParamPowerUp* ppu = dynamic_cast<ParamPowerUp*>(powerUp); |
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| 478 | switch(ppu->getType()) { |
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| 479 | case PARAM_SHIELD: |
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| 480 | break; |
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| 481 | } |
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| 482 | } |
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| 483 | return false; |
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| 484 | } |
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| 485 | |
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| 486 | #include "weapons/aiming_turret.h" |
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| 487 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 488 | void SpaceShip::ADDWEAPON() |
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| 489 | { |
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| 490 | Weapon* turret = NULL; |
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| 491 | |
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| 492 | if ((float)rand()/RAND_MAX < .9) |
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| 493 | { |
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| 494 | //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) |
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| 495 | { |
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| 496 | turret = new Turret(); |
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| 497 | this->getWeaponManager()->addWeapon(turret, 2); |
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| 498 | this->getWeaponManager()->changeWeaponConfig(2); |
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| 499 | } |
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| 500 | } |
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| 501 | else |
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| 502 | { |
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| 503 | //if (this->getWeaponManager()->hasFreeSlot(3)) |
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| 504 | { |
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| 505 | turret = new AimingTurret(); |
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| 506 | this->getWeaponManager()->addWeapon(turret, 3); |
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| 507 | |
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| 508 | this->getWeaponManager()->changeWeaponConfig(3); |
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| 509 | } |
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| 510 | } |
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| 511 | |
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| 512 | if(turret != NULL) |
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| 513 | { |
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| 514 | turret->setName("Turret"); |
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| 515 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 516 | } |
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| 517 | } |
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