1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _SpaceShip_H__ |
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30 | #define _SpaceShip_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include <string> |
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35 | #include <LinearMath/btVector3.h> |
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36 | |
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37 | #include "tools/Timer.h" |
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38 | #include "util/Math.h" |
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39 | #include "util/OrxAssert.h" |
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40 | |
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41 | #include "Pawn.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | |
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46 | /** |
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47 | @brief |
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48 | The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it. |
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49 | The feature that you can add @ref orxonox::Engine Engines is new in this class. However adding @ref orxonox::Weapon Weapons is possible because every Spaceship is a Pawn (due to inheritance) and every Pawn can carry @ref orxonox::Weapon Weapons. |
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50 | |
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51 | There are several parameters that define the behavior of the SpaceShip> |
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52 | - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates. |
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53 | - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative. |
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54 | - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative. |
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55 | - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again two parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated. |
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56 | |
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57 | A spaceship always needs to have the collision type "dynamic". Other collision types are illegal. |
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58 | |
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59 | As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML: |
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60 | @code |
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61 | <SpaceShip |
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62 | rotationThrust = 50 |
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63 | |
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64 | lift = 1; |
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65 | stallSpeed = 220; |
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66 | |
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67 | boostPower = 15 |
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68 | boostPowerRate = 1 |
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69 | boostRate = 5 |
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70 | boostCooldownDuration = 10 |
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71 | |
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72 | shakeFrequency = 15 |
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73 | shakeAmplitude = 9 |
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74 | |
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75 | collisionType = "dynamic" |
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76 | mass = 100 |
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77 | linearDamping = 0.7 |
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78 | angularDamping = 0.9999999 |
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79 | > |
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80 | <engines> |
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81 | <Engine /> |
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82 | <Engine /> |
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83 | </engines> |
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84 | </SpaceShip> |
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85 | @endcode |
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86 | |
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87 | @author |
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88 | Fabian 'x3n' Landau |
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89 | */ |
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90 | class _OrxonoxExport SpaceShip : public Pawn |
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91 | { |
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92 | public: |
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93 | SpaceShip(Context* context); |
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94 | virtual ~SpaceShip(); |
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95 | |
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96 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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97 | virtual void tick(float dt); |
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98 | void setConfigValues(); |
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99 | |
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100 | /** |
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101 | @brief Move forward or backward, |
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102 | @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward. |
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103 | */ |
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104 | virtual void moveFrontBack(const Vector2& value) |
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105 | { this->steering_.z -= value.x; } |
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106 | /** |
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107 | @brief Move right or left. |
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108 | @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left. |
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109 | */ |
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110 | virtual void moveRightLeft(const Vector2& value) |
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111 | { this->steering_.x += value.x; } |
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112 | /** |
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113 | @brief Move up or down. |
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114 | @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down. |
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115 | */ |
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116 | virtual void moveUpDown(const Vector2& value) |
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117 | { this->steering_.y += value.x; } |
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118 | |
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119 | inline void moveFrontBack(float value) |
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120 | { this->moveFrontBack(Vector2(value, 0)); } |
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121 | inline void moveRightLeft(float value) |
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122 | { this->moveRightLeft(Vector2(value, 0)); } |
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123 | inline void moveUpDown(float value) |
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124 | { this->moveUpDown(Vector2(value, 0)); } |
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125 | |
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126 | virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction. |
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127 | virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction. |
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128 | virtual void rotateRoll(const Vector2& value); // Rotate in roll direction. |
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129 | |
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130 | virtual void fire(); |
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131 | virtual void boost(bool bBoost); // Starts or stops boosting. |
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132 | |
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133 | void addEngine(Engine* engine); // Add an Engine to the SpaceShip. |
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134 | bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine. |
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135 | Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip. |
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136 | Engine* getEngineByName(const std::string& name); |
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137 | /** |
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138 | @brief Get the list of all Engines that are mounted on the SpaceShip. |
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139 | @return Returns a vector of all Engines of the SpaceShip. |
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140 | */ |
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141 | inline const std::vector<Engine*>& getEngineList() const |
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142 | { return this->engineList_; } |
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143 | void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip. |
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144 | void removeAllEngines(); // Remove a particular Engine from the SpaceShip. |
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145 | |
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146 | void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip. |
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147 | void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip. |
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148 | float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip. |
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149 | |
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150 | float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip. |
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151 | float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip. |
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152 | |
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153 | /** |
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154 | @brief Set the steering direction of the SpaceShip. |
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155 | This is set through the user input. |
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156 | @param direction The direction the SpaceShip should steer in. |
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157 | */ |
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158 | inline void setSteeringDirection(const Vector3& direction) |
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159 | { this->steering_ = direction; } |
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160 | /** |
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161 | @brief Get the steering direction of the SpaceShip. |
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162 | @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed. |
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163 | */ |
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164 | inline const Vector3& getSteeringDirection() const |
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165 | { return this->steering_; } |
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166 | |
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167 | /** |
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168 | @brief Check whether the SpaceShip is currently boosting. |
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169 | @return Returns true if the SpaceShip is boosting, false if not. |
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170 | */ |
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171 | inline bool isBoosting() const |
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172 | { return this->bBoost_; } |
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173 | /** |
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174 | @brief Check whether the SpaceShip boost is cooling down. |
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175 | @return Returns true if the SpaceShip is cooling down from boosting. |
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176 | */ |
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177 | inline bool isBoostCoolingDown() const |
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178 | { return bBoostCooldown_; } |
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179 | |
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180 | /** |
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181 | @brief Set the initial power available for boosting to the input value. |
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182 | The current boost power is set to the input value as well. |
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183 | @param power The initial boost power. Must be non-negative. |
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184 | */ |
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185 | inline void setInitialBoostPower(float power) |
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186 | { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; } |
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187 | /** |
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188 | @brief Set the rate, at which boost power is recharged, to the input value. |
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189 | @param rate The boost power rate in units per second. Must be non-negative. |
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190 | */ |
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191 | inline void setBoostPowerRate(float rate) |
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192 | { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; } |
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193 | /** |
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194 | @brief Set the rate, at which boost power us used up, to the input value. |
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195 | @param rate The boost rate in units per second. Must be non-negative. |
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196 | */ |
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197 | inline void setBoostRate(float rate) |
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198 | { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; } |
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199 | /** |
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200 | @brief Set the duration for which boosting, if in cooldown, is not possible. |
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201 | Cooldown is reached if all boost power is depleted. |
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202 | @param duration The cooldown duration in seconds. Must be non-negative. |
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203 | */ |
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204 | inline void setBoostCooldownDuration(float duration) |
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205 | { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; } |
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206 | /** |
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207 | @brief Set the frequency with which the camera shakes during boosting. |
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208 | @param frequency The frequency in times per second. Must be non-negative. |
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209 | */ |
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210 | inline void setShakeFrequency(float frequency) |
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211 | { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; } |
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212 | /** |
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213 | @brief Set the amplitude with which the camera shakes during boosting. |
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214 | @param amplitude The amplitude. Must be non-negative. |
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215 | */ |
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216 | inline void setShakeAmplitude(float amplitude) |
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217 | { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; } |
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218 | |
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219 | /** |
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220 | @brief Get the initial boost power. Is non-negative. |
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221 | @return Returns the initial boost power. |
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222 | */ |
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223 | inline float getInitialBoostPower() const |
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224 | { return this->initialBoostPower_; } |
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225 | /** |
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226 | @brief Get the current boost power. Is non-negative. |
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227 | @return Returns the current boost power. |
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228 | */ |
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229 | inline float getBoostPower() const |
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230 | { return this->boostPower_; } |
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231 | /** |
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232 | @brief Get the boost power rate. |
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233 | @return Returns the boost power rate in units per second. Is non-negative. |
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234 | */ |
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235 | inline float getBoostPowerRate() const |
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236 | { return this->boostPowerRate_; } |
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237 | /** |
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238 | @brief Get the boost rate. |
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239 | @return Returns the boost rate in units per second. Is non-negative. |
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240 | */ |
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241 | inline float getBoostRate() const |
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242 | { return this->boostRate_; } |
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243 | /** |
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244 | @brief Get the cooldown duration. |
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245 | @return Returns the cooldown duration in seconds. Is non-negative. |
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246 | */ |
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247 | inline float getBoostCooldownDuration() const |
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248 | { return this->boostCooldownDuration_; } |
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249 | /** |
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250 | @brief Get the shake frequency. |
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251 | @return Returns the shake frequency in times per seconds. Is non-negative. |
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252 | */ |
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253 | inline float getShakeFrequency() const |
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254 | { return this->shakeFrequency_; } |
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255 | /** |
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256 | @brief Get the shake amplitude. |
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257 | @return Returns the shake amplitude. Is non-negative. |
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258 | */ |
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259 | inline float getShakeAmplitude() const |
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260 | { return this->shakeAmplitude_; } |
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261 | /** |
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262 | @brief Add boost power. Is non-negative. |
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263 | @return Returns the current boost power. |
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264 | */ |
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265 | void gainBoostPower(float gainedBoostPower); |
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266 | |
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267 | protected: |
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268 | bool bInvertYAxis_; |
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269 | |
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270 | Vector3 steering_; //!< The direction and magnitude of the steering action given through user input. |
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271 | |
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272 | float rotationThrust_; //!< Force with which the SpaceShip rotates. |
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273 | btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally. |
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274 | |
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275 | bool bBoost_; //!< Whether the SpaceShip is currently boosting. |
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276 | bool bBoostCooldown_; //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible. |
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277 | float initialBoostPower_; //!< The initial (and maximal) boost power. |
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278 | float boostPower_; //!< The current boost power. If the boost power is reduced to zero the boost cooldown will start. |
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279 | float boostPowerRate_; //!< The rate at which the boost power is recharged. |
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280 | float boostRate_; //!< The rate at which boost power is used up. |
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281 | float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect. |
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282 | float shakeFrequency_; //!< The frequency of the shaking of the camera due to boosting. |
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283 | float shakeAmplitude_; //!< The amplitude of the shaking of the camera due to boosting. |
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284 | |
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285 | float lift_; //!< The amount of lift that is added. |
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286 | float stallSpeed_; //!< The forward speed where no more lift is added. |
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287 | |
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288 | private: |
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289 | void registerVariables(); |
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290 | virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; |
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291 | |
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292 | void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed. |
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293 | /** |
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294 | @brief Callback function. Is called when the boost has cooled down. |
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295 | */ |
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296 | void boostCooledDown(void) |
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297 | { this->bBoostCooldown_ = false; } |
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298 | |
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299 | void shakeCamera(float dt); // Shake the camera for a given time interval. |
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300 | void backupCamera(); // Save the original position and orientation of the camera. |
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301 | void resetCamera(); // Reset the camera to its original position. |
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302 | |
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303 | std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip. |
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304 | |
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305 | Timer timer_; //!< Timer for the cooldown of the boost. |
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306 | float shakeDt_; //!< Temporary variable for the shaking of the camera. |
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307 | Vector3 cameraOriginalPosition_; //!< The original position of the camera before shaking it. |
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308 | Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it. |
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309 | |
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310 | Shader* boostBlur_; //!< A radial blur shader, applied when boosting according to the amount of boosting. |
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311 | float blurStrength_; //!< The strength of the applied blur. |
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312 | bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not. |
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313 | |
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314 | }; |
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315 | } |
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316 | |
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317 | #endif /* _SpaceShip_H__ */ |
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