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source: code/archive/Dialog_HS16/src/orxonox/items/MultiStateEngine.cc

Last change on this file was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 9.1 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *      Reto Grieder
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "MultiStateEngine.h"
31
32extern "C" {
33#include <lua.h>
34}
35
36#include "util/Convert.h"
37#include "core/CoreIncludes.h"
38#include "core/GameMode.h"
39#include "core/LuaState.h"
40#include "core/XMLPort.h"
41#include "worldentities/EffectContainer.h"
42#include "worldentities/pawns/SpaceShip.h"
43#include "sound/WorldSound.h"
44
45namespace orxonox
46{
47    static const float FORWARD_EFFECT_VELOCITY_THRESHOLD = 0;
48    static const float MAX_VELOCITY_NORMAL = 111;
49    static const float MAX_VELOCITY_BOOST = 221;
50
51    RegisterClass(MultiStateEngine);
52
53    MultiStateEngine::MultiStateEngine(Context* context) : Engine(context)
54    {
55        RegisterObject(MultiStateEngine);
56
57        if (GameMode::isMaster())
58        {
59            this->defEngineSndNormal_ = new WorldSound(this->getContext());
60            this->defEngineSndBoost_  = new WorldSound(this->getContext());
61            this->defEngineSndNormal_->setLooping(true);
62            this->defEngineSndBoost_->setLooping(true);
63            this->defEngineSndNormal_->setVolume(0.8f);
64            this->defEngineSndBoost_->setVolume(0.5f);
65            this->lua_ = new LuaState();
66        }
67        else
68        {
69            this->defEngineSndBoost_ = nullptr;
70            this->defEngineSndNormal_ = nullptr;
71            this->lua_ = nullptr;
72        }
73        this->state_ = 0;
74        this->oldState_ = 0;
75
76        this->setSyncMode(ObjectDirection::Bidirectional);
77        this->registerVariables();
78    }
79
80    MultiStateEngine::~MultiStateEngine()
81    {
82        if (this->isInitialized())
83        {
84            if (!this->getShip())
85            {
86                // We have no ship, so the effects are not attached and won't be destroyed automatically
87                for (EffectContainer* container : this->effectContainers_)
88                    for (WorldEntity* effect : container->getEffects())
89                        effect->destroy();
90                if (this->defEngineSndNormal_)
91                    this->defEngineSndNormal_->destroy();
92                if (this->defEngineSndBoost_)
93                    this->defEngineSndBoost_->destroy();
94            }
95            if (this->lua_)
96                delete this->lua_;
97        }
98    }
99
100    void MultiStateEngine::XMLPort(Element& xmlelement, XMLPort::Mode mode)
101    {
102        SUPER(MultiStateEngine, XMLPort, xmlelement, mode);
103        XMLPortObject(MultiStateEngine, EffectContainer, "",  addEffectContainer,  getEffectContainer,  xmlelement, mode);
104        XMLPortParam(MultiStateEngine, "defEngineSndNormal",  setDefEngSndNormal,  getDefEngSndNormal,  xmlelement, mode);
105        XMLPortParam(MultiStateEngine, "defEngineSndBoost",  setDefEngSndBoost,  getDefEngSndBoost,  xmlelement, mode);
106    }
107
108    void MultiStateEngine::registerVariables()
109    {
110        registerVariable(this->state_, VariableDirection::ToServer);
111    }
112
113    void MultiStateEngine::run(float dt)
114    {
115        if (this->getShip())
116        {
117            const Vector3& velocity = this->getShip()->getLocalVelocity();
118
119            if (this->getShip()->hasLocalController())
120            {
121                const Vector3& direction = this->getSteering();
122                bool forward = (direction.z < 0.0 && velocity.z < -FORWARD_EFFECT_VELOCITY_THRESHOLD);
123
124                this->state_ = 0;
125                if (this->getShip()->isBoosting() && forward)
126                    this->state_ = EngineState::Boost;
127                else if (forward && !this->state_) // this->state_ == Boost
128                    this->state_ = EngineState::Normal;
129                else if (direction.z > 0.0 && velocity.z < 0.0)
130                    this->state_ = EngineState::Brake;
131                else
132                    this->state_ = EngineState::Idle;
133
134                if (this->state_ == EngineState::Idle && this->getSpeedAdd() > 0)
135                    this->state_ = EngineState::Normal;
136            }
137
138            if (GameMode::isMaster())
139            {
140                int changes = this->state_ | this->oldState_;
141
142                float pitch = velocity.length();
143                if (this->state_ & EngineState::Normal)
144                    defEngineSndNormal_->setPitch(clamp(pitch/MAX_VELOCITY_NORMAL + 1, 0.5f, 2.0f));
145                if (this->state_ & EngineState::Boost)
146                    defEngineSndBoost_->setPitch(clamp(pitch/MAX_VELOCITY_BOOST + 1, 0.5f, 2.0f));
147
148                if (changes & EngineState::Idle)
149                {
150                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & EngineState::Idle);
151                    lua_setglobal(this->lua_->getInternalLuaState(), "idle");
152                }
153                if (changes & EngineState::Normal)
154                {
155                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & EngineState::Normal);
156                    lua_setglobal(this->lua_->getInternalLuaState(), "normal");
157                    if (this->state_ & EngineState::Normal)
158                        defEngineSndNormal_->play();
159                    else
160                        defEngineSndNormal_->stop();
161                }
162                if (changes & EngineState::Brake)
163                {
164                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & EngineState::Brake);
165                    lua_setglobal(this->lua_->getInternalLuaState(), "brake");
166                }
167                if (changes & EngineState::Boost)
168                {
169                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & EngineState::Boost);
170                    lua_setglobal(this->lua_->getInternalLuaState(), "boost");
171                    if (this->state_ & EngineState::Boost)
172                        defEngineSndBoost_->play();
173                    else
174                        defEngineSndBoost_->stop();
175                }
176
177                this->oldState_ = this->state_;
178
179                // Update all effect conditions
180                for (EffectContainer* container : this->effectContainers_)
181                    container->updateCondition();
182            }
183        }
184
185        Engine::run(dt);
186    }
187
188    void MultiStateEngine::addToSpaceShip(SpaceShip* ship)
189    {
190        Engine::addToSpaceShip(ship);
191
192        if (!ship)
193            return;
194
195        if( this->defEngineSndNormal_ )
196            this->getShip()->attach(defEngineSndNormal_);
197        if( this->defEngineSndBoost_ )
198            this->getShip()->attach(defEngineSndBoost_);
199
200        for (EffectContainer* container : this->effectContainers_)
201            for (WorldEntity* effect : container->getEffects())
202                this->getShip()->attach(effect);
203    }
204
205    void MultiStateEngine::addEffectContainer(EffectContainer* container)
206    {
207        if (container == nullptr)
208            return;
209        container->setLuaState(this->lua_, 'f' + multi_cast<std::string>(this->effectContainers_.size()));
210        this->effectContainers_.push_back(container);
211        if (this->getShip())
212        {
213            for (WorldEntity* effect : container->getEffects())
214                this->getShip()->attach(effect);
215        }
216    }
217
218    EffectContainer* MultiStateEngine::getEffectContainer(unsigned int index) const
219    {
220        unsigned int i = 0;
221        for (EffectContainer* effectContainer : this->effectContainers_)
222        {
223            if (i == index)
224                return effectContainer;
225            i++;
226        }
227        return nullptr;
228    }
229
230    void MultiStateEngine::setDefEngSndNormal(const std::string &engineSound)
231    {
232        if( defEngineSndNormal_ )
233            defEngineSndNormal_->setSource(engineSound);
234        else
235            assert(0); // This should never happen, because soundpointer is only available on master
236    }
237
238    const std::string& MultiStateEngine::getDefEngSndNormal()
239    {
240        if( defEngineSndNormal_ )
241            return defEngineSndNormal_->getSource();
242        else
243            assert(0);
244        return BLANKSTRING;
245    }
246
247    void MultiStateEngine::setDefEngSndBoost(const std::string &engineSound)
248    {
249        if( defEngineSndBoost_ )
250            defEngineSndBoost_->setSource(engineSound);
251        else
252            assert(0);
253    }
254
255    const std::string& MultiStateEngine::getDefEngSndBoost()
256    {
257        if( this->defEngineSndBoost_ )
258            return defEngineSndBoost_->getSource();
259        else
260            assert(0);
261        return BLANKSTRING;
262    }
263}
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