/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * 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 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "MultiStateEngine.h" #include "core/GameMode.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "objects/worldentities/pawns/SpaceShip.h" namespace orxonox { static const float FORWARD_EFFECT_VELOCITY_THRESHOLD = 20; static const unsigned char STATE_ACTIVE = 1; static const unsigned char STATE_FORWARD = 2; static const unsigned char STATE_BOOST = 4; static const unsigned char STATE_BRAKE = 8; CreateFactory(MultiStateEngine); MultiStateEngine::MultiStateEngine(BaseObject* creator) : Engine(creator) { RegisterObject(MultiStateEngine); this->state_ = 0; this->registerVariables(); } MultiStateEngine::~MultiStateEngine() { if (this->isInitialized() && !this->getShip()) { // We have no ship, so the effects are not attached and won't be destroyed automatically for (std::list::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it) delete (*it); for (std::list::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it) delete (*it); for (std::list::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it) delete (*it); for (std::list::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it) delete (*it); } } void MultiStateEngine::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(MultiStateEngine, XMLPort, xmlelement, mode); XMLPortObject(MultiStateEngine, WorldEntity, "active", addActiveEffect, getActiveEffect, xmlelement, mode); XMLPortObject(MultiStateEngine, WorldEntity, "forward", addForwardEffect, getForwardEffect, xmlelement, mode); XMLPortObject(MultiStateEngine, WorldEntity, "boost", addBoostEffect, getBoostEffect, xmlelement, mode); XMLPortObject(MultiStateEngine, WorldEntity, "brake", addBrakeEffect, getBrakeEffect, xmlelement, mode); } void MultiStateEngine::registerVariables() { registerVariable(this->state_, variableDirection::toserver); } void MultiStateEngine::tick(float dt) { if (this->getShip()) { if (this->getShip()->hasLocalController()) { this->setObjectMode(objectDirection::bidirectional); const Vector3& direction = this->getDirection(); const Vector3& velocity = this->getShip()->getLocalVelocity(); bool forward = (direction.z < 0 && velocity.z < -FORWARD_EFFECT_VELOCITY_THRESHOLD); bool boost = (this->getShip()->getBoost() && forward); bool brake = (direction.z > 0 && velocity.z < 0); bool active = (direction != Vector3::ZERO && !brake); if (active) this->state_ |= STATE_ACTIVE; else this->state_ &= ~STATE_ACTIVE; if (forward) this->state_ |= STATE_FORWARD; else this->state_ &= ~STATE_FORWARD; if (boost) this->state_ |= STATE_BOOST; else this->state_ &= ~STATE_BOOST; if (brake) this->state_ |= STATE_BRAKE; else this->state_ &= ~STATE_BRAKE; } if (GameMode::isMaster()) { for (std::list::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it) (*it)->setMainState(this->state_ & STATE_ACTIVE); for (std::list::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it) (*it)->setMainState(this->state_ & STATE_FORWARD); for (std::list::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it) (*it)->setMainState(this->state_ & STATE_BOOST); for (std::list::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it) (*it)->setMainState(this->state_ & STATE_BRAKE); } } Engine::tick(dt); } void MultiStateEngine::addToSpaceShip(SpaceShip* ship) { Engine::addToSpaceShip(ship); if (!ship) return; for (std::list::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it) ship->attach(*it); for (std::list::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it) ship->attach(*it); for (std::list::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it) ship->attach(*it); for (std::list::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it) ship->attach(*it); } void MultiStateEngine::addActiveEffect(WorldEntity* effect) { this->activeEffects_.push_back(effect); if (this->getShip()) this->getShip()->attach(effect); } void MultiStateEngine::addForwardEffect(WorldEntity* effect) { this->forwardEffects_.push_back(effect); if (this->getShip()) this->getShip()->attach(effect); } void MultiStateEngine::addBoostEffect(WorldEntity* effect) { this->boostEffects_.push_back(effect); if (this->getShip()) this->getShip()->attach(effect); } void MultiStateEngine::addBrakeEffect(WorldEntity* effect) { this->brakeEffects_.push_back(effect); if (this->getShip()) this->getShip()->attach(effect); } WorldEntity* MultiStateEngine::getActiveEffect(unsigned int index) const { unsigned int i = 0; for (std::list::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } WorldEntity* MultiStateEngine::getForwardEffect(unsigned int index) const { unsigned int i = 0; for (std::list::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } WorldEntity* MultiStateEngine::getBoostEffect(unsigned int index) const { unsigned int i = 0; for (std::list::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } WorldEntity* MultiStateEngine::getBrakeEffect(unsigned int index) const { unsigned int i = 0; for (std::list::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } }