/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "spacecraft_2d.h" #include "weapons/weapon_manager.h" #include "weapons/test_gun.h" #include "weapons/turret.h" #include "weapons/cannon.h" #include "util/loading/factory.h" #include "util/loading/load_param.h" #include "key_mapper.h" #include "state.h" #include "graphics_engine.h" #include "particles/dot_emitter.h" #include "particles/sprite_particles.h" #include "debug.h" #include "script_class.h" #include "class_id_DEPRECATED.h" ObjectListDefinitionID(Spacecraft2D, CL_SPACECRAFT_2D); CREATE_FACTORY(Spacecraft2D); CREATE_SCRIPTABLE_CLASS(Spacecraft2D, addMethod("hasPlayer", Executor0ret(&Playable::hasPlayer)) //Coordinates ->addMethod("setAbsCoor", Executor3(&PNode::setAbsCoor)) ->addMethod("getAbsCoorX", Executor0ret(&PNode::getAbsCoorX)) ->addMethod("getAbsCoorY", Executor0ret(&PNode::getAbsCoorY)) ->addMethod("getAbsCoorZ", Executor0ret(&PNode::getAbsCoorZ)) ->addMethod("setAirFriction", Executor1(&Spacecraft2D::setAirFriction)) ); /** * @brief loads a Spacecraft2D information from a specified file. * @param fileName the name of the File to load the spacecraft_2d from (absolute path) */ Spacecraft2D::Spacecraft2D(const std::string& fileName) { this->init(); TiXmlDocument doc(fileName); if(!doc.LoadFile()) { PRINTF(2)("Loading file %s failed for Spacecraft2D.\n", fileName.c_str()); return; } this->loadParams(doc.RootElement()); } /** * @brief creates a new Spaceship from Xml Data * @param root the xml element containing spaceship data @todo add more parameters to load */ Spacecraft2D::Spacecraft2D(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); //weapons: Weapon* wpRight = dynamic_cast(Factory::fabricate("LaserCannon")); wpRight->setName("Cannon_Right"); Weapon* wpLeft = dynamic_cast(Factory::fabricate("LaserCannon")); wpLeft->setName("Cannon_Left"); Weapon* turretLeft = dynamic_cast(Factory::fabricate("BoomerangGun")); wpRight->setName("Turret_Left"); Weapon* turretRight = dynamic_cast(Factory::fabricate("BoomerangGun")); wpLeft->setName("Turret_Right"); // cannon->setName("BFG"); this->addWeapon(wpLeft, 1, 0); this->addWeapon(wpRight,1 ,1); this->addWeapon(turretLeft, 1, 2); this->addWeapon(turretRight, 1, 3); //this->addWeapon(cannon, 0, 2); this->getWeaponManager().changeWeaponConfig(1); dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( false); } /** * @brief destructs the spacecraft_2d, deletes alocated memory */ Spacecraft2D::~Spacecraft2D () { this->setPlayer(NULL); delete this->toTravelHeight; } /** * @brief initializes a Spacecraft2D */ void Spacecraft2D::init() { // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); this->registerObject(this, Spacecraft2D::_objectList); this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal ); bForward = bBackward = bLeft = bRight = false; mouseSensitivity = 0.005; this->cameraLook = 0.0f; this->rotation = 0.0f; this->acceleration = 20.0f; this->airFriction = 0.0f; this->setHealthMax(1000); this->setHealth(1000); this->setDamage(100.0f); /// 2D-MODE this->toTravelHeight = NULL; this->travelSpeed = 0.0f; this->travelNode = new PNode(); this->loadModel("models/ships/mantawing.obj", 5.0f); // camera - issue this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); //this->cameraNode.setParent(this); // PARTICLES this->burstEmitter = new DotEmitter(200, 5.0, .01); this->burstEmitter->setParent(this); this->burstEmitter->setRelCoor(0, -0.7, 0); this->burstEmitter->setRelDir(Quaternion(-M_PI, Vector(0,0,1))); this->burstEmitter->setName("Spacecraft2D_Burst_emitter_Left"); this->burstSystem = new SpriteParticles(1000); this->burstSystem->addEmitter(this->burstEmitter); this->burstSystem->setName("SpaceShip_Burst_System"); ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); this->burstSystem->setLifeSpan(1.0, .3); this->burstSystem->setRadius(0.0, 1.5); this->burstSystem->setRadius(0.05, 1.8); this->burstSystem->setRadius(.5, .8); this->burstSystem->setRadius(1.0, 0); this->burstSystem->setColor(0.0, .7,.7,1,.5); this->burstSystem->setColor(0.2, 0,0,0.8,.5); this->burstSystem->setColor(0.5, .5,.5,.8,.3); this->burstSystem->setColor(1.0, .8,.8,.8,.0); //add events to the eventlist of the Playable this->registerEvent(KeyMapper::PEV_FORWARD); this->registerEvent(KeyMapper::PEV_BACKWARD); this->registerEvent(KeyMapper::PEV_LEFT); this->registerEvent(KeyMapper::PEV_RIGHT); this->registerEvent(KeyMapper::PEV_FIRE1); this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); this->registerEvent(EV_MOUSE_MOTION); dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( false); // WEAPON_MANAGER configuration this->getWeaponManager().setSlotCount(5); this->getWeaponManager().setSlotPosition(0, Vector(1.843, -0.335, 2.029) * 5.0); this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager().setSlotPosition(1, Vector(1.843, -0.335, -2.029) * 5.0); this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); /// TODO: THESE ARE TOO MUCH this->getWeaponManager().setSlotPosition(2, Vector(-0.351, -.238, 1.406) * 5.0); this->getWeaponManager().setSlotDirection(2, Quaternion(-1.7, Vector(0,1,0))); this->getWeaponManager().setSlotPosition(3, Vector(-0.351, -.238, -1.406) * 5.0); this->getWeaponManager().setSlotDirection(3, Quaternion(1.7, Vector(0,1,0))); this->cameraNode.setRelCoor(1,5,0); this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) ); registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); } /** * @brief loads the Settings of a Spacecraft2D from an XML-element. * @param root the XML-element to load the Spaceship's properties from */ void Spacecraft2D::loadParams(const TiXmlElement* root) { Playable::loadParams(root); LoadParam(root, "travel-speed", this, Spacecraft2D, setTravelSpeed); LoadParam(root, "travel-height", this, Spacecraft2D, setTravelHeight); LoadParam(root, "travel-distance", this, Spacecraft2D, setTravelDistance); } void Spacecraft2D::setPlayDirection(const Quaternion& rot, float speed) { this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); } void Spacecraft2D::setTravelSpeed(float travelSpeed) { this->travelSpeed = travelSpeed; } void Spacecraft2D::setTravelHeight(float travelHeight) { if (this->toTravelHeight == NULL) this->toTravelHeight = new float; *this->toTravelHeight = travelHeight; } void Spacecraft2D::setTravelDistance(const Vector2D& distance) { this->travelDistance = distance; } void Spacecraft2D::setTravelDistance(float x, float y) { this->setTravelDistance(Vector2D(x, y)); } void Spacecraft2D::enter() { dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( true); this->setPlaymode(this->getPlaymode()); } void Spacecraft2D::leave() { dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( false); this->detachCamera(); } void Spacecraft2D::enterPlaymode(Playable::Playmode playmode) { switch(playmode) { case Playable::Full3D: if (State::getCameraNode != NULL) { Vector absCoor = this->getAbsCoor(); this->setParent(PNode::getNullParent()); this->setAbsCoor(absCoor); State::getCameraNode()->setParentSoft(&this->cameraNode); State::getCameraNode()->setRelCoorSoft(-10, 0,0); State::getCameraTargetNode()->setParentSoft(&this->cameraNode); State::getCameraTargetNode()->setRelCoorSoft(100, 0,0); } break; case Playable::Horizontal: if (State::getCameraNode != NULL) { this->debugNode(1); this->travelNode->debugNode(1); this->travelNode->setAbsCoor(this->getAbsCoor()); this->travelNode->updateNode(0.01f); this->setParent(this->travelNode); this->setRelCoor(0,0,0); State::getCameraNode()->setParentSoft(this->travelNode); State::getCameraNode()->setRelCoorSoft(-3, 100,0); State::getCameraTargetNode()->setParentSoft(this->travelNode); State::getCameraTargetNode()->setRelCoorSoft(5,0,1); this->debugNode(1); this->travelNode->debugNode(1); } break; default: PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); } } /** * @brief effect that occurs after the Spacecraft2D is spawned */ void Spacecraft2D::postSpawn () { //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); } /** * @brief the action occuring if the spacecraft_2d left the game */ void Spacecraft2D::leftWorld () {} /** * @brief this function is called, when two entities collide * @param entity: the world entity with whom it collides * * Implement behaviour like damage application or other miscellaneous collision stuff in this function */ void Spacecraft2D::collidesWith(WorldEntity* entity, const Vector& location) { Playable::collidesWith(entity, location); } /** * @brief the function called for each passing timeSnap * @param time The timespan passed since last update */ void Spacecraft2D::tick (float dt) { // this->debugNode(1); Playable::tick(dt); // spaceship controlled movement this->movement(dt); // TRYING TO FIX PNode. this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); } /** * @brief calculate the velocity * @param time the timeslice since the last frame */ void Spacecraft2D::movement (float dt) { Vector accel(0.0, 0.0, 0.0); if( this->bForward ) { accel += Vector(this->acceleration, 0, 0); } if( this->bBackward ) { accel -= Vector(this->acceleration, 0, 0); } if( this->bLeft) { accel -= Vector(0, 0, this->acceleration); } if( this->bRight) { accel += Vector(0, 0, this->acceleration); } switch(this->getPlaymode()) { case Playable::Full3D: { Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); // this is the air friction (necessary for a smooth control) Vector damping = (this->velocity * this->airFriction); this->velocity += (accelerationDir - damping)* dt; this->shiftCoor (this->velocity * dt); // limit the maximum rotation speed. if (this->rotation != 0.0f) { float maxRot = 10.0 * dt; if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); this->rotation = 0.0f; } this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); } break; case Playable::Horizontal: { if (this->toTravelHeight != NULL) { this->travelNode->shiftCoor(Vector(0, (*toTravelHeight - this->travelNode->getAbsCoor().y) * dt * 10.0, 0)); if (fabsf(this->travelNode->getAbsCoor().y - *this->toTravelHeight) < .1) { delete this->toTravelHeight; this->toTravelHeight = NULL; } } this->travelNode->shiftCoor(Vector(this->travelSpeed * dt, 0, 0)); accel.y = 0.0; Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); accelerationDir.y = 0.0; // this is the air friction (necessary for a smooth control) Vector damping = (this->velocity * this->airFriction); this->velocity += (accelerationDir - damping)* dt; if (this->getRelCoor().z > this->travelDistance.y && velocity.z > 0.0) this->velocity.z = 0.0f; if (this->getRelCoor().z < -this->travelDistance.y && velocity.z < 0.0) this->velocity.z = 0.0f; if (this->getRelCoor().x > this->travelDistance.x && velocity.x > 0.0) this->velocity.x = 0.0f; if (this->getRelCoor().x < -this->travelDistance.x && velocity.x < 0.0) this->velocity.x = 0.0f; this->shiftCoor (this->velocity * dt); if (accel.z == 0) this->setRelDirSoft(Quaternion(0, Vector(0,0,0)), 5.0f); else this->setRelDirSoft(Quaternion(this->velocity.z * .004, Vector(1,0,0)), 4.5f); } break; default: PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); } } void Spacecraft2D::draw() const { WorldEntity::draw(); } /** * @todo switch statement ?? */ void Spacecraft2D::process(const Event &event) { Playable::process(event); if( event.type == KeyMapper::PEV_LEFT) this->bLeft = event.bPressed; else if( event.type == KeyMapper::PEV_RIGHT) this->bRight = event.bPressed; else if( event.type == KeyMapper::PEV_FORWARD) this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); else if( event.type == KeyMapper::PEV_BACKWARD) {this->bBackward = event.bPressed; printf(" %f, %f, %f \n",getAbsCoorX(),getAbsCoorY(),getAbsCoorZ());} //this->shiftCoor(0,-.1,0); else if( event.type == EV_MOUSE_MOTION) { if (this->getPlaymode() == Playable::Full3D) { float xMouse, yMouse; xMouse = event.xRel*mouseSensitivity; yMouse = event.yRel*mouseSensitivity; // rotate the Player around the y-axis this->rotation += xMouse; this->cameraLook += yMouse; // rotate the Camera around the z-axis if (cameraLook > M_PI_4) cameraLook = M_PI_4; else if (cameraLook < -M_PI_4) cameraLook = -M_PI_4; } } }