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source: code/branches/resource2/src/orxonox/objects/items/MultiStateEngine.cc @ 3593

Last change on this file since 3593 was 3280, checked in by rgrieder, 15 years ago

Merged most of the core4 revisions back to the trunk except for:

  • orxonox_cast
  • all the radical changes in the input library
  • 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 "objects/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                delete (*it);
63            for (std::list<WorldEntity*>::const_iterator it = this->forwardEffects_.begin(); it != this->forwardEffects_.end(); ++it)
64                delete (*it);
65            for (std::list<WorldEntity*>::const_iterator it = this->boostEffects_.begin(); it != this->boostEffects_.end(); ++it)
66                delete (*it);
67            for (std::list<WorldEntity*>::const_iterator it = this->brakeEffects_.begin(); it != this->brakeEffects_.end(); ++it)
68                delete (*it);
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->setObjectMode(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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