Index: /branches/spaceshipcontrol/src/world_entities/Makefile.am
===================================================================
--- /branches/spaceshipcontrol/src/world_entities/Makefile.am	(revision 6571)
+++ /branches/spaceshipcontrol/src/world_entities/Makefile.am	(revision 6572)
@@ -48,4 +48,5 @@
                   world_entities/space_ships/space_ship.cc \
                   world_entities/space_ships/helicopter.cc \
+                  world_entities/space_ships/hover.cc \
                   world_entities/creatures/md2_creature.cc \
                   \
@@ -96,4 +97,5 @@
                  world_entities/space_ships/space_ship.h \
                  world_entities/space_ships/helicopter.h \
+                 world_entities/space_ships/hover.h \
                  world_entities/creatures/md2_creature.h \
                  \
Index: /branches/spaceshipcontrol/src/world_entities/space_ships/hover.cc
===================================================================
--- /branches/spaceshipcontrol/src/world_entities/space_ships/hover.cc	(revision 6572)
+++ /branches/spaceshipcontrol/src/world_entities/space_ships/hover.cc	(revision 6572)
@@ -0,0 +1,502 @@
+/*
+   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 Knecht
+   co-programmer: ...
+
+*/
+
+#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
+
+#include "hover.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 "state.h"
+
+#include "graphics_engine.h"
+
+using namespace std;
+
+CREATE_FACTORY(Hover, CL_HOVER);
+
+/**
+ *  creates the controlable Spaceship
+ */
+Hover::Hover()
+{
+  this->init();
+}
+
+/**
+ *  destructs the spaceship, deletes alocated memory
+ */
+Hover::~Hover ()
+{
+}
+
+/**
+ * loads a Spaceships information from a specified file.
+ * @param fileName the name of the File to load the spaceship from (absolute path)
+ */
+Hover::Hover(const char* fileName)
+{
+  this->init();
+  TiXmlDocument doc(fileName);
+
+  if(!doc.LoadFile())
+  {
+    PRINTF(2)("Loading file %s failed for Hover.\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
+*/
+Hover::Hover(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->addWeapon(wpLeft, 1, 0);
+  this->addWeapon(wpRight,1 ,1);
+  this->addWeapon(cannon, 0, 6);
+
+  //this->addWeapon(turret, 3, 0);
+
+  this->getWeaponManager()->changeWeaponConfig(1);
+  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
+}
+
+
+/**
+ * initializes a Hover
+ */
+void Hover::init()
+{
+//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
+  this->setClassID(CL_HOVER, "Hover");
+
+  PRINTF(4)("HOVER INIT\n");
+
+  this->loadModel("models/ships/reap_#.obj", 1.0);
+
+  EventHandler::getInstance()->grabEvents(true);
+
+  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
+  bFire = false;
+  xMouse = yMouse = 0;
+  mouseSensitivity = 0.05;
+  //rotorspeed = 1;
+  //tailrotorspeed = 0;
+
+  //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(KeyMapper::PEV_UP);
+  registerEvent(KeyMapper::PEV_DOWN);
+  registerEvent(KeyMapper::PEV_LEFT);
+  registerEvent(KeyMapper::PEV_RIGHT);
+  //registerEvent(SDLK_q);
+  registerEvent(SDLK_e);
+  registerEvent(SDLK_c);
+  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)));:
+
+  this->getWeaponManager()->getFixedTarget()->setParent(this);
+  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
+
+  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
+
+}
+
+/**
+ * loads the Settings of a Helicopter from an XML-element.
+ * @param root the XML-element to load the Spaceship's properties from
+ */
+void Hover::loadParams(const TiXmlElement* root)
+{
+  static_cast<WorldEntity*>(this)->loadParams(root);
+}
+
+
+
+
+void Hover::enter()
+{
+  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
+  this->attachCamera();
+
+
+}
+
+void Hover::leave()
+{
+  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
+  this->detachCamera();
+
+}
+
+
+/**
+ *  effect that occurs after the Helicopter is spawned
+*/
+void Hover::postSpawn ()
+{
+  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
+}
+
+/**
+ *  the action occuring if the spaceship left the game
+*/
+void Hover::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 Hover::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 Hover::tick (float time)
+{
+  /*
+  tailrotorspeed += xMouse/20;
+  if (tailrotorspeed >= 0.07) tailrotorspeed = 0.07;
+  else if (tailrotorspeed <= -0.07) tailrotorspeed = -0.07;
+
+  if (tailrotorspeed > 0.0008) tailrotorspeed -= 0.001;
+  else if (tailrotorspeed < -0.0008) tailrotorspeed += 0.001;
+  if (tailrotorspeed <= 0.001 && tailrotorspeed >= -0.001) tailrotorspeed = 0;
+  */
+  
+  // spaceship controlled movement
+  this->calculateVelocity(time);
+
+  Vector move = (velocity)*time;
+
+  // this is the air friction (necessary for a smooth control)
+  if(velocity.len() != 0) velocity -= velocity*0.1;
+  
+  //travelSpeed = velocity.len();
+
+  //physics: Gravity
+  /*this->shiftCoor(Vector(0,-1,0));
+
+  this->shiftCoor(getAbsDirY()*rotorspeed);
+  */
+  
+  /*
+  //hoover effect
+  cycle += time;
+  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
+  */
+
+  //readjust
+ // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
+  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
+
+  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
+
+  this->shiftCoor (move);
+  //this->shiftDir(Quaternion(-M_PI/4*tailrotorspeed, Vector(0,1,0)));
+
+  this->getWeaponManager()->tick(time);
+  // weapon system manipulation
+  this->weaponAction();
+}
+
+/**
+ *  calculate the velocity
+ * @param time the timeslice since the last frame
+*/
+void Hover::calculateVelocity (float time)
+{
+  Vector accel(0.0, 0.0, 0.0);
+  float rotValX = 0.0;
+  float rotValZ = 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->getAbsDirY();
+     
+     accel += Vector((this->getAbsDirX()).x,0,(this->getAbsDirX()).z);
+     if((this->getAbsDirX()).y >= -0.1) rotValZ -= time;
+   }
+   else
+   {
+       if(this->getAbsDirX().y < -.02) this->shiftDir(Quaternion(time, Vector(0,0,1)));
+   }
+
+  if( this->bDown )
+   {
+     //this->shiftCoor((this->getAbsDirX())*-1);
+     //accel -= this->getAbsDirY();
+     
+     accel -= Vector((this->getAbsDirX()).x,0,(this->getAbsDirX()).z);
+     rotValZ += time;
+   }
+   else
+   {
+         if(this->getAbsDirX().y > 0.02) this->shiftDir(Quaternion(-time, Vector(0,0,1)));
+   }
+
+  if( this->bLeft /* > -this->getRelCoor().z*2*/)
+  {
+    //this->shiftDir(Quaternion(time, Vector(0,1,0)));
+    //accel -= this->getAbsDirY();
+    //velocityDir.normalize();
+    
+    accel -= Vector((this->getAbsDirZ()).x,0,(this->getAbsDirZ()).z);
+    rotValX -= time;
+  }
+  else
+   {
+         if(this->getAbsDirZ().y > 0.02) this->shiftDir(Quaternion(time, Vector(1,0,0)));
+   }
+
+  if( this->bRight /* > this->getRelCoor().z*2*/)
+  {
+    //this->shiftDir(Quaternion(-time, Vector(0,1,0)));
+    //accel += this->getAbsDirY();
+    //velocityDir.normalize();
+    
+    accel += Vector((this->getAbsDirZ()).x,0,(this->getAbsDirZ()).z);
+    rotValX += time;
+  }
+  else
+   {
+         if(this->getAbsDirZ().y < -0.02) this->shiftDir(Quaternion(-time, Vector(1,0,0)));
+   }
+
+  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 += this->getAbsDirY();
+    //rotorspeed += 0.05;
+    //if (rotorspeed >= 2) rotorspeed = 2;
+    //velocityDir.normalize();
+    //rot += Vector(0,0,1);
+    //rotVal += .4;
+  }
+  else
+  {
+    //if(rotorspeed >= 1.05) rotorspeed -= 0.05;
+  }
+
+  if (this->bDescend )
+  {
+    //this->shiftDir(Quaternion(-time, Vector(0,0,1)));
+
+    accel -= this->getAbsDirY();
+    //rotorspeed -= 0.05;
+    //if (rotorspeed <= 0) rotorspeed = 0;
+    //velocityDir.normalize();
+    //rot += Vector(0,0,1);
+    //rotVal -= .4;
+  }
+  else
+  {
+    //if(rotorspeed <= 0.05) rotorspeed += 0.05;
+  }
+
+  velocity += accel*3;
+  if((this->getAbsDirX()).y <= 0.3 && (this->getAbsDirX()).y >= -0.3) this->shiftDir(Quaternion(rotValZ, Vector(0,0,1)));
+  if((this->getAbsDirZ()).y <= 0.3 && (this->getAbsDirZ()).y >= -0.3) this->shiftDir(Quaternion(rotValX, Vector(1,0,0)));
+}
+
+
+void Hover::draw() const
+{
+  WorldEntity::draw();
+
+  this->getWeaponManager()->draw();
+}
+
+
+/**
+ * weapon manipulation by the player
+*/
+void Hover::weaponAction()
+{
+  if( this->bFire)
+    {
+      this->getWeaponManager()->fire();
+    }
+}
+
+/**
+ * @todo switch statement ??
+ */
+void Hover::process(const Event &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_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_e)
+    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
+  else if( event.type == SDLK_c)
+    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
+  else if( event.type == KeyMapper::PEV_UP)
+    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
+  else if( event.type == KeyMapper::PEV_DOWN)
+    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
+  else if( event.type == EV_MOUSE_MOTION)
+  {
+    this->xMouse = event.xRel*mouseSensitivity;
+    this->yMouse = event.yRel*mouseSensitivity;
+
+    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 Hover::ADDWEAPON()
+{
+  Weapon* turret = NULL;
+
+  if ((float)rand()/RAND_MAX < .1)
+  {
+    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
+    {
+      turret = new Turret();
+      this->addWeapon(turret, 2);
+      this->getWeaponManager()->changeWeaponConfig(2);
+    }
+  }
+  else
+  {
+    //if (this->getWeaponManager()->hasFreeSlot(3))
+    {
+      turret = new AimingTurret();
+      this->addWeapon(turret, 3);
+
+      this->getWeaponManager()->changeWeaponConfig(3);
+    }
+  }
+
+  if(turret != NULL)
+  {
+    turret->setName("Turret");
+    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
+  }
+}
Index: /branches/spaceshipcontrol/src/world_entities/space_ships/hover.h
===================================================================
--- /branches/spaceshipcontrol/src/world_entities/space_ships/hover.h	(revision 6572)
+++ /branches/spaceshipcontrol/src/world_entities/space_ships/hover.h	(revision 6572)
@@ -0,0 +1,73 @@
+
+/*!
+ * @file helicopter.h
+ * Implements the Control of a Hover
+ */
+
+#ifndef _HOVER_H
+#define _HOVER_H
+
+#include "playable.h"
+
+
+class Hover : public Playable
+{
+
+  public:
+
+    Hover();
+    Hover(const char* fileName);
+    Hover(const TiXmlElement* root);
+    virtual ~Hover();
+
+    void init();
+    void loadParams(const TiXmlElement* root);
+
+    virtual void enter();
+    virtual void leave();
+
+    virtual void postSpawn();
+    virtual void leftWorld();
+
+    virtual void collidesWith(WorldEntity* entity, const Vector& location);
+    virtual void tick(float time);
+    virtual void draw() const;
+
+    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.
+    //float                 rotorspeed;         //!< the speed of the rotor.
+    //float                 tailrotorspeed;     //!< the relativ speed ot the tail rotor
+
+    float                 airViscosity;
+
+};
+
+#endif /* _HOVER_H */
