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source: code/branches/menuanimations/src/orxonox/items/MultiStateEngine.cc @ 6602

Last change on this file since 6602 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 8.3 KB
Line 
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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "MultiStateEngine.h"
30
31#include "core/CoreIncludes.h"
32#include "core/GameMode.h"
33#include "core/XMLPort.h"
34#include "worldentities/pawns/SpaceShip.h"
35
36namespace orxonox
37{
38    static const float FORWARD_EFFECT_VELOCITY_THRESHOLD = 20;
39
40    static const unsigned char STATE_ACTIVE  = 1;
41    static const unsigned char STATE_FORWARD = 2;
42    static const unsigned char STATE_BOOST   = 4;
43    static const unsigned char STATE_BRAKE   = 8;
44
45    CreateFactory(MultiStateEngine);
46
47    MultiStateEngine::MultiStateEngine(BaseObject* creator) : Engine(creator)
48    {
49        RegisterObject(MultiStateEngine);
50
51        this->state_ = 0;
52
53        this->registerVariables();
54    }
55
56    MultiStateEngine::~MultiStateEngine()
57    {
58        if (this->isInitialized() && !this->getShip())
59        {
60            // We have no ship, so the effects are not attached and won't be destroyed automatically
61            for (std::list<WorldEntity*>::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it)
62                (*it)->destroy();
63            for (std::list<WorldEntity*>::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it)
64                (*it)->destroy();
65            for (std::list<WorldEntity*>::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it)
66                (*it)->destroy();
67            for (std::list<WorldEntity*>::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it)
68                (*it)->destroy();
69        }
70    }
71
72    void MultiStateEngine::XMLPort(Element& xmlelement, XMLPort::Mode mode)
73    {
74        SUPER(MultiStateEngine, XMLPort, xmlelement, mode);
75
76        XMLPortObject(MultiStateEngine, WorldEntity, "active",  addActiveEffect,  getActiveEffect,  xmlelement, mode);
77        XMLPortObject(MultiStateEngine, WorldEntity, "forward", addForwardEffect, getForwardEffect, xmlelement, mode);
78        XMLPortObject(MultiStateEngine, WorldEntity, "boost",   addBoostEffect,   getBoostEffect,   xmlelement, mode);
79        XMLPortObject(MultiStateEngine, WorldEntity, "brake",   addBrakeEffect,   getBrakeEffect,   xmlelement, mode);
80    }
81
82    void MultiStateEngine::registerVariables()
83    {
84        registerVariable(this->state_, VariableDirection::ToServer);
85    }
86
87    void MultiStateEngine::tick(float dt)
88    {
89        if (this->getShip())
90        {
91            if (this->getShip()->hasLocalController())
92            {
93                this->setSyncMode(ObjectDirection::Bidirectional);
94
95                const Vector3& direction = this->getDirection();
96                const Vector3& velocity = this->getShip()->getLocalVelocity();
97
98                bool forward = (direction.z < 0 && velocity.z < -FORWARD_EFFECT_VELOCITY_THRESHOLD);
99                bool boost = (this->getShip()->getBoost() && forward);
100                bool brake = (direction.z > 0 && velocity.z < 0);
101                bool active = (direction != Vector3::ZERO && !brake);
102
103                if (active)
104                    this->state_ |= STATE_ACTIVE;
105                else
106                    this->state_ &= ~STATE_ACTIVE;
107
108                if (forward)
109                    this->state_ |= STATE_FORWARD;
110                else
111                    this->state_ &= ~STATE_FORWARD;
112
113                if (boost)
114                    this->state_ |= STATE_BOOST;
115                else
116                    this->state_ &= ~STATE_BOOST;
117
118                if (brake)
119                    this->state_ |= STATE_BRAKE;
120                else
121                    this->state_ &= ~STATE_BRAKE;
122            }
123
124            if (GameMode::isMaster())
125            {
126                for (std::list<WorldEntity*>::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it)
127                    (*it)->setMainState(this->state_ & STATE_ACTIVE);
128                for (std::list<WorldEntity*>::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it)
129                    (*it)->setMainState(this->state_ & STATE_FORWARD);
130                for (std::list<WorldEntity*>::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it)
131                    (*it)->setMainState(this->state_ & STATE_BOOST);
132                for (std::list<WorldEntity*>::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it)
133                    (*it)->setMainState(this->state_ & STATE_BRAKE);
134            }
135        }
136
137        SUPER(MultiStateEngine, tick, dt);
138    }
139
140    void MultiStateEngine::addToSpaceShip(SpaceShip* ship)
141    {
142        Engine::addToSpaceShip(ship);
143
144        if (!ship)
145            return;
146
147        for (std::list<WorldEntity*>::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it)
148            ship->attach(*it);
149        for (std::list<WorldEntity*>::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it)
150            ship->attach(*it);
151        for (std::list<WorldEntity*>::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it)
152            ship->attach(*it);
153        for (std::list<WorldEntity*>::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it)
154            ship->attach(*it);
155    }
156
157    void MultiStateEngine::addActiveEffect(WorldEntity* effect)
158    {
159        this->activeEffects_.push_back(effect);
160        if (this->getShip())
161            this->getShip()->attach(effect);
162    }
163
164    void MultiStateEngine::addForwardEffect(WorldEntity* effect)
165    {
166        this->forwardEffects_.push_back(effect);
167        if (this->getShip())
168            this->getShip()->attach(effect);
169    }
170
171    void MultiStateEngine::addBoostEffect(WorldEntity* effect)
172    {
173        this->boostEffects_.push_back(effect);
174        if (this->getShip())
175            this->getShip()->attach(effect);
176    }
177
178    void MultiStateEngine::addBrakeEffect(WorldEntity* effect)
179    {
180        this->brakeEffects_.push_back(effect);
181        if (this->getShip())
182            this->getShip()->attach(effect);
183    }
184
185    WorldEntity* MultiStateEngine::getActiveEffect(unsigned int index) const
186    {
187        unsigned int i = 0;
188        for (std::list<WorldEntity*>::const_iterator it = this->activeEffects_.begin(); it != this->activeEffects_.end(); ++it)
189        {
190            if (i == index)
191                return (*it);
192            ++i;
193        }
194        return 0;
195    }
196
197    WorldEntity* MultiStateEngine::getForwardEffect(unsigned int index) const
198    {
199        unsigned int i = 0;
200        for (std::list<WorldEntity*>::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it)
201        {
202            if (i == index)
203                return (*it);
204            ++i;
205        }
206        return 0;
207    }
208
209    WorldEntity* MultiStateEngine::getBoostEffect(unsigned int index) const
210    {
211        unsigned int i = 0;
212        for (std::list<WorldEntity*>::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it)
213        {
214            if (i == index)
215                return (*it);
216            ++i;
217        }
218        return 0;
219    }
220
221    WorldEntity* MultiStateEngine::getBrakeEffect(unsigned int index) const
222    {
223        unsigned int i = 0;
224        for (std::list<WorldEntity*>::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it)
225        {
226            if (i == index)
227                return (*it);
228            ++i;
229        }
230        return 0;
231    }
232}
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