Index: /trunk/src/Makefile.am
===================================================================
--- /trunk/src/Makefile.am	(revision 6001)
+++ /trunk/src/Makefile.am	(revision 6002)
@@ -82,4 +82,5 @@
                   world_entities/power_ups/laser_power_up.cc \
                   world_entities/space_ships/space_ship.cc \
+                  world_entities/space_ships/helicopter.cc \
                   subprojects/benchmark.cc
 
@@ -122,4 +123,6 @@
                  world_entities/power_ups/turret_power_up.h \
                  world_entities/power_ups/laser_power_up.h \
+                 world_entities/space_ships/space_ship.h \
+                 world_entities/space_ships/helicopter.h \
                  defs/stdincl.h \
                  defs/stdlibincl.h \
Index: /trunk/src/defs/class_id.h
===================================================================
--- /trunk/src/defs/class_id.h	(revision 6001)
+++ /trunk/src/defs/class_id.h	(revision 6002)
@@ -145,4 +145,5 @@
   CL_TEST_ENTITY                =    0x00000209,
   CL_SPACE_SHIP                 =    0x0000020a,
+  CL_HELICOPTER                 =    0x0000020b,
 
   CL_TURRET_POWER_UP            =    0x00000211,
Index: /trunk/src/world_entities/space_ships/helicopter.cc
===================================================================
--- /trunk/src/world_entities/space_ships/helicopter.cc	(revision 6002)
+++ /trunk/src/world_entities/space_ships/helicopter.cc	(revision 6002)
@@ -0,0 +1,424 @@
+/*
+   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 "helicopter.h"
+
+#include "objModel.h"
+#include "resource_manager.h"
+
+#include "weapons/weapon_manager.h"
+#include "weapons/test_gun.h"
+#include "weapons/turret.h"
+#include "weapons/cannon.h"
+
+#include "factory.h"
+#include "key_mapper.h"
+#include "event_handler.h"
+
+#include "graphics_engine.h"
+
+using namespace std;
+
+CREATE_FACTORY(Helicopter, CL_HELICOPTER);
+
+/**
+ *  creates the controlable Spaceship
+ */
+Helicopter::Helicopter()
+{
+  this->init();
+}
+
+/**
+ *  destructs the spaceship, deletes alocated memory
+ */
+Helicopter::~Helicopter ()
+{
+}
+
+/**
+ * loads a Spaceships information from a specified file.
+ * @param fileName the name of the File to load the spaceship from (absolute path)
+ */
+Helicopter::Helicopter(const char* fileName)
+{
+  this->init();
+  TiXmlDocument doc(fileName);
+
+  if(!doc.LoadFile())
+  {
+    PRINTF(2)("Loading file %s failed for Helicopter.\n", fileName);
+    return;
+  }
+
+  this->loadParams(doc.RootElement());
+}
+
+/**
+ *  creates a new Spaceship from Xml Data
+ * @param root the xml element containing spaceship data
+
+   @todo add more parameters to load
+*/
+Helicopter::Helicopter(const TiXmlElement* root)
+{
+  this->init();
+  if (root != NULL)
+    this->loadParams(root);
+
+  //weapons:
+  Weapon* wpRight = new TestGun(0);
+  wpRight->setName("testGun Right");
+  Weapon* wpLeft = new TestGun(1);
+  wpLeft->setName("testGun Left");
+  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
+
+  cannon->setName("BFG");
+
+  this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
+  this->getWeaponManager()->addWeapon(wpRight,1 ,1);
+  this->getWeaponManager()->addWeapon(cannon, 0, 6);
+
+  //this->getWeaponManager()->addWeapon(turret, 3, 0);
+
+  this->getWeaponManager()->changeWeaponConfig(1);
+}
+
+
+/**
+ * initializes a Spaceship
+ */
+void Helicopter::init()
+{
+//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
+  this->setClassID(CL_HELICOPTER, "Helicopter");
+
+  PRINTF(4)("SPACESHIP INIT\n");
+
+  this->loadModel("models/ships/helicopter_high.obj", 1.0, 0);
+  this->loadModel("models/ships/helicopter_medium.obj", 1.0, 1);
+  this->loadModel("models/ships/helicopter_low.obj", 1.0, 2);
+
+  EventHandler::getInstance()->grabEvents(true);
+
+  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
+  bFire = false;
+  xMouse = yMouse = 0;
+  mouseSensitivity = 0.001;
+
+  cycle = 0.0;
+
+
+  travelSpeed = 15.0;
+  this->velocity = Vector(0.0,0.0,0.0);
+  this->velocityDir = Vector(1.0,0.0,0.0);
+
+//   GLGuiButton* button = new GLGuiPushButton();
+//   button->show();
+//   button->setLabel("orxonox");
+//   button->setBindNode(this);
+
+  //add events to the eventlist
+  registerEvent(SDLK_w);
+  registerEvent(SDLK_s);
+  registerEvent(SDLK_a);
+  registerEvent(SDLK_d);
+  registerEvent(SDLK_q);
+  registerEvent(SDLK_e);
+  registerEvent(KeyMapper::PEV_FIRE1);
+  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
+  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
+  registerEvent(SDLK_PAGEUP);
+  registerEvent(SDLK_PAGEDOWN);
+  registerEvent(EV_MOUSE_MOTION);
+
+  this->getWeaponManager()->setSlotCount(7);
+
+  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
+  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
+  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
+  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
+
+  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
+  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
+
+  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
+  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
+
+  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
+  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
+//
+   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
+   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+   //
+//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
+//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
+//
+//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
+//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
+
+}
+
+/**
+ * loads the Settings of a Helicopter from an XML-element.
+ * @param root the XML-element to load the Spaceship's properties from
+ */
+void Helicopter::loadParams(const TiXmlElement* root)
+{
+  static_cast<WorldEntity*>(this)->loadParams(root);
+}
+
+
+/**
+ * adds a weapon to the weapon list of the spaceship
+ * @param weapon to add
+*/
+void Helicopter::addWeapon(Weapon* weapon)
+{
+  this->getWeaponManager()->addWeapon(weapon);
+}
+
+
+/**
+ *  removes a weapon from the spaceship
+ * @param weapon to remove
+*/
+void Helicopter::removeWeapon(Weapon* weapon)
+{
+  this->getWeaponManager()->removeWeapon(weapon);
+}
+
+/**
+ *  effect that occurs after the Helicopter is spawned
+*/
+void Helicopter::postSpawn ()
+{
+  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
+}
+
+/**
+ *  the action occuring if the spaceship left the game
+*/
+void Helicopter::leftWorld ()
+{}
+
+/**
+ *  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 Helicopter::collidesWith(WorldEntity* entity, const Vector& location)
+{
+  if (entity->isA(CL_TURRET_POWER_UP))
+  {
+    this->ADDWEAPON();
+    }
+//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
+}
+
+
+
+/**
+ *  the function called for each passing timeSnap
+ * @param time The timespan passed since last update
+*/
+void Helicopter::tick (float time)
+{
+     cycle += time;
+  // spaceship controlled movement
+  this->calculateVelocity(time);
+
+  Vector move = (velocity)*time;
+
+  //orient the spaceship model in the direction of movement.
+
+  // this is the air friction (necessary for a smooth control)
+  if(velocity.len() != 0) velocity -= velocity*0.01;
+
+  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
+
+  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
+
+  this->shiftCoor (move);
+
+  this->getWeaponManager()->tick(time);
+  // weapon system manipulation
+  this->weaponAction();
+}
+
+/**
+ *  calculate the velocity
+ * @param time the timeslice since the last frame
+*/
+void Helicopter::calculateVelocity (float time)
+{
+  Vector accel(0.0, 0.0, 0.0);
+  //Vector rot(0.0, 0.0, 0.0);
+  //float rotVal = 0.0;
+  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
+  /* calculate the direction in which the craft is heading  */
+
+  if( this->bUp )
+   {
+     //this->shiftCoor(this->getAbsDirX());
+      accel += (this->getAbsDirX())*2;
+   }
+
+  if( this->bDown )
+   {
+     //this->shiftCoor((this->getAbsDirX())*-1);
+     accel -= (this->getAbsDirX())*2;
+   }
+
+  if( this->bLeft /* > -this->getRelCoor().z*2*/)
+  {
+    this->shiftDir(Quaternion(time, Vector(0,1,0)));
+//    accel -= rightDirection;
+    //velocityDir.normalize();
+    //rot +=Vector(1,0,0);
+    //rotVal -= .4;
+  }
+  if( this->bRight /* > this->getRelCoor().z*2*/)
+  {
+    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
+
+    //    accel += rightDirection;
+    //velocityDir.normalize();
+    //rot += Vector(1,0,0);
+    //rotVal += .4;
+  }
+
+  if( this->bRollL /* > -this->getRelCoor().z*2*/)
+  {
+    this->shiftDir(Quaternion(-time, Vector(1,0,0)));
+//    accel -= rightDirection;
+    //velocityDir.normalize();
+    //rot +=Vector(1,0,0);
+    //rotVal -= .4;
+  }
+  if( this->bRollR /* > this->getRelCoor().z*2*/)
+  {
+    this->shiftDir(Quaternion(time, Vector(1,0,0)));
+
+    //    accel += rightDirection;
+    //velocityDir.normalize();
+    //rot += Vector(1,0,0);
+    //rotVal += .4;
+  }
+  if (this->bAscend )
+  {
+    this->shiftDir(Quaternion(time, Vector(0,0,1)));
+
+//    accel += upDirection;
+    //velocityDir.normalize();
+    //rot += Vector(0,0,1);
+    //rotVal += .4;
+  }
+  if (this->bDescend )
+  {
+    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
+
+    //    accel -= upDirection;
+    //velocityDir.normalize();
+    //rot += Vector(0,0,1);
+    //rotVal -= .4;
+  }
+
+  velocity += accel;
+  //rot.normalize();
+  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
+}
+
+/**
+ * weapon manipulation by the player
+*/
+void Helicopter::weaponAction()
+{
+  if( this->bFire)
+    {
+      this->getWeaponManager()->fire();
+    }
+}
+
+/**
+ * @todo switch statement ??
+ */
+void Helicopter::process(const Event &event)
+{
+
+
+  if( event.type == SDLK_a)
+      this->bRollL = event.bPressed;
+  else if( event.type == SDLK_d)
+      this->bRollR = event.bPressed;
+  else if( event.type == KeyMapper::PEV_FIRE1)
+      this->bFire = event.bPressed;
+  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
+    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
+  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
+    this->getWeaponManager()->previousWeaponConfig();
+
+  else if( event.type == SDLK_w)
+    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
+  else if( event.type == SDLK_s)
+    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
+  else if( event.type == EV_MOUSE_MOTION)
+  {
+    this->xMouse = event.xRel;
+    this->yMouse = event.yRel;
+    this->shiftDir(Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
+  }
+}
+
+#include "weapons/aiming_turret.h"
+// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
+void Helicopter::ADDWEAPON()
+{
+  Weapon* turret = NULL;
+
+  if ((float)rand()/RAND_MAX < .1)
+  {
+    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
+    {
+      turret = new Turret();
+      this->getWeaponManager()->addWeapon(turret, 2);
+      this->getWeaponManager()->changeWeaponConfig(2);
+    }
+  }
+  else
+  {
+    //if (this->getWeaponManager()->hasFreeSlot(3))
+    {
+      turret = new AimingTurret();
+      this->getWeaponManager()->addWeapon(turret, 3);
+
+      this->getWeaponManager()->changeWeaponConfig(3);
+    }
+  }
+
+  if(turret != NULL)
+  {
+    turret->setName("Turret");
+    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
+  }
+}
Index: /trunk/src/world_entities/space_ships/helicopter.h
===================================================================
--- /trunk/src/world_entities/space_ships/helicopter.h	(revision 6002)
+++ /trunk/src/world_entities/space_ships/helicopter.h	(revision 6002)
@@ -0,0 +1,69 @@
+
+/*!
+ * @file helicopter.h
+ * Implements the Control of a Helicopter
+ */
+
+#ifndef _HELICOPTER_H
+#define _HELICOPTER_H
+
+#include "playable.h"
+
+
+class Helicopter : public Playable
+{
+
+  public:
+
+    Helicopter();
+    Helicopter(const char* fileName);
+    Helicopter(const TiXmlElement* root);
+    virtual ~Helicopter();
+
+    void init();
+    void loadParams(const TiXmlElement* root);
+
+    void addWeapon(Weapon* weapon );
+    void removeWeapon(Weapon* weapon);
+
+    virtual void postSpawn();
+    virtual void leftWorld();
+
+    virtual void collidesWith(WorldEntity* entity, const Vector& location);
+    virtual void tick(float time);
+
+    virtual void process(const Event &event);
+
+
+
+  private:
+
+    void calculateVelocity(float time);
+    void weaponAction();
+
+    // !! temporary !!
+    void ADDWEAPON();
+
+    bool                  bUp;                //!< up button pressed.
+    bool                  bDown;              //!< down button pressed.
+    bool                  bLeft;              //!< left button pressed.
+    bool                  bRight;             //!< right button pressed.
+    bool                  bAscend;            //!< ascend button pressed.
+    bool                  bDescend;           //!< descend button presses.
+    bool                  bFire;              //!< fire button pressed.
+    bool                  bRollL;             //!< rolling button pressed (left)
+    bool                  bRollR;             //!< rolling button pressed (right)
+
+    float                 xMouse;             //!< mouse moved in x-Direction
+    float                 yMouse;             //!< mouse moved in y-Direction
+    float                 mouseSensitivity;   //!< the mouse sensitivity
+    float                 cycle;              //!< hovercycle
+
+    Vector                velocity;           //!< the velocity of the player.
+    Vector                velocityDir;        //!< the direction of the velocity of the spaceship
+    float                 travelSpeed;        //!< the current speed of the player (to make soft movement)
+    float                 acceleration;       //!< the acceleration of the player.
+
+};
+
+#endif /* _HELICOPTERS_H */
Index: /trunk/src/world_entities/space_ships/space_ship.cc
===================================================================
--- /trunk/src/world_entities/space_ships/space_ship.cc	(revision 6001)
+++ /trunk/src/world_entities/space_ships/space_ship.cc	(revision 6002)
@@ -20,5 +20,4 @@
 #include "space_ship.h"
 
-#include "objModel.h"
 #include "resource_manager.h"
 
Index: /trunk/src/world_entities/world_entity.cc
===================================================================
--- /trunk/src/world_entities/world_entity.cc	(revision 6001)
+++ /trunk/src/world_entities/world_entity.cc	(revision 6002)
@@ -27,4 +27,6 @@
 #include "obb_tree.h"
 
+#include "state.h"
+
 using namespace std;
 
@@ -95,8 +97,8 @@
     PRINTF(4)("fetching %s\n", fileName);
     if (scaling == 1.0)
-      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN));
+      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
     else
-      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling));
-
+      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
+    if (modelNumber == 0)
     this->buildObbTree(4);
   }
@@ -227,19 +229,38 @@
 void WorldEntity::draw() const
 {
-  glMatrixMode(GL_MODELVIEW);
-  glPushMatrix();
-  float matrix[4][4];
-
-  /* translate */
-  glTranslatef (this->getAbsCoor ().x,
-                this->getAbsCoor ().y,
-                this->getAbsCoor ().z);
-  /* rotate */ // FIXME: devise a new Way to rotate this
-  this->getAbsDir ().matrix (matrix);
-  glMultMatrixf((float*)matrix);
-
-  if (this->models[0])
-    this->models[0]->draw();
-  glPopMatrix();
+  if (!this->models.empty())
+  {
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    float matrix[4][4];
+
+    /* translate */
+    glTranslatef (this->getAbsCoor ().x,
+                  this->getAbsCoor ().y,
+                  this->getAbsCoor ().z);
+   /* rotate */ // FIXME: devise a new Way to rotate this
+    this->getAbsDir ().matrix (matrix);
+    glMultMatrixf((float*)matrix);
+
+    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
+    if (this->isA(CL_HELICOPTER))
+	printf("Test %f %d\n", cameraDistance, this->models.size());
+    if (cameraDistance > 100 && this->models.size() >= 3 && this->models[2] != NULL)
+    {
+      if (this->isA(CL_HELICOPTER))printf("====== 2 ===\n");
+       this->models[2]->draw();
+    } 
+    else if (cameraDistance > 50 && this->models.size() >= 2 && this->models[1] != NULL)
+    {
+      if (this->isA(CL_HELICOPTER))printf("====== 1 ===\n");
+      this->models[1]->draw();
+    } 
+    else if (this->models.size() >= 1 && this->models[0] != NULL) 
+    {
+      if (this->isA(CL_HELICOPTER))printf("====== 0 ===\n");
+      this->models[0]->draw();
+    }
+    glPopMatrix();
+  }
 }
 
