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source: code/branches/tutoriallevel/src/orxonox/worldentities/pawns/SpaceShip.cc @ 8545

Last change on this file since 8545 was 7801, checked in by dafrick, 14 years ago

Merging presentation2 branch back to trunk.

  • Property svn:eol-style set to native
File size: 9.0 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 "SpaceShip.h"
30
31#include <BulletDynamics/Dynamics/btRigidBody.h>
32
33#include "core/CoreIncludes.h"
34#include "core/ConfigValueIncludes.h"
35#include "core/Template.h"
36#include "core/XMLPort.h"
37#include "items/Engine.h"
38
39namespace orxonox
40{
41    const float orientationGain = 100;
42    CreateFactory(SpaceShip);
43
44    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator)
45    {
46        RegisterObject(SpaceShip);
47
48        this->primaryThrust_  = 100;
49        this->auxilaryThrust_ =  30;
50        this->rotationThrust_ =  10;
51
52        this->localLinearAcceleration_.setValue(0, 0, 0);
53        this->localAngularAcceleration_.setValue(0, 0, 0);
54        this->bBoost_ = false;
55        this->bPermanentBoost_ = false;
56        this->steering_ = Vector3::ZERO;
57        this->engine_ = 0;
58
59        this->boostPower_ = 10.0f;
60        this->initialBoostPower_ = 10.0f;
61        this->boostRate_ = 5.0;
62        this->boostPowerRate_ = 1.0;
63        this->boostCooldownDuration_ = 5.0;
64        this->bBoostCooldown_ = false;
65
66        this->bInvertYAxis_ = false;
67
68        this->setDestroyWhenPlayerLeft(true);
69
70        // SpaceShip is always a physical object per default
71        // Be aware of this call: The collision type legality check will not reach derived classes!
72        this->setCollisionType(WorldEntity::Dynamic);
73        // Get notification about collisions
74        this->enableCollisionCallback();
75
76        this->setConfigValues();
77        this->registerVariables();
78    }
79
80    SpaceShip::~SpaceShip()
81    {
82        if (this->isInitialized() && this->engine_)
83            this->engine_->destroy();
84    }
85
86    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
87    {
88        SUPER(SpaceShip, XMLPort, xmlelement, mode);
89
90        XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
91        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
92        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
93        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
94        XMLPortParamVariable(SpaceShip, "boostPower", initialBoostPower_, xmlelement, mode);
95        XMLPortParamVariable(SpaceShip, "boostPowerRate", boostPowerRate_, xmlelement, mode);
96        XMLPortParamVariable(SpaceShip, "boostRate", boostRate_, xmlelement, mode);
97        XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode);
98    }
99
100    void SpaceShip::registerVariables()
101    {
102        registerVariable(this->primaryThrust_,  VariableDirection::ToClient);
103        registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);
104        registerVariable(this->rotationThrust_, VariableDirection::ToClient);
105    }
106
107    void SpaceShip::setConfigValues()
108    {
109        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
110    }
111
112    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
113    {
114        if (type != WorldEntity::Dynamic)
115        {
116            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
117            assert(false); // Only in debug mode
118            return false;
119        }
120        else
121            return true;
122    }
123
124    void SpaceShip::tick(float dt)
125    {
126        SUPER(SpaceShip, tick, dt);
127
128        if (this->hasLocalController())
129        {
130/*
131            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
132            this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_);
133            if (this->localLinearAcceleration_.z() > 0)
134                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_);
135            else
136                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
137            this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
138            this->localLinearAcceleration_.setValue(0, 0, 0);
139*/
140            if (!this->isInMouseLook())
141            {
142                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
143                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
144                this->localAngularAcceleration_.setValue(0, 0, 0);
145            }
146           
147            if(!this->bBoostCooldown_ && this->boostPower_ < this->initialBoostPower_)
148            {
149                this->boostPower_ += this->boostPowerRate_*dt;
150            }
151            if(this->bBoost_)
152            {
153                this->boostPower_ -=this->boostRate_*dt;
154                if(this->boostPower_ <= 0.0f)
155                {
156                    this->bBoost_ = false;
157                    this->bBoostCooldown_ = true;
158                    this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this)));
159                }
160            }
161        }
162    }
163   
164    void SpaceShip::boostCooledDown(void)
165    {
166        this->bBoostCooldown_ = false;
167    }
168
169    void SpaceShip::moveFrontBack(const Vector2& value)
170    {
171        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
172        this->steering_.z = -value.x;
173    }
174
175    void SpaceShip::moveRightLeft(const Vector2& value)
176    {
177        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
178        this->steering_.x = value.x;
179    }
180
181    void SpaceShip::moveUpDown(const Vector2& value)
182    {
183        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
184        this->steering_.y = value.x;
185    }
186
187    void SpaceShip::rotateYaw(const Vector2& value)
188    {
189        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
190
191        Pawn::rotateYaw(value);
192    }
193
194    void SpaceShip::rotatePitch(const Vector2& value)
195    {
196        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
197
198        Pawn::rotatePitch(value);
199    }
200
201    void SpaceShip::rotateRoll(const Vector2& value)
202    {
203        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
204
205        Pawn::rotateRoll(value);
206    }
207   
208    // TODO: something seems to call this function every tick, could probably handled a little more efficiently!
209    void SpaceShip::setBoost(bool bBoost)
210    {
211        if(bBoost == this->bBoost_)
212            return;
213   
214        if(bBoost)
215            this->boost();
216        else
217        {
218            this->bBoost_ = false;
219        }
220    }
221
222    void SpaceShip::fire()
223    {
224    }
225
226    void SpaceShip::boost()
227    {
228        if(!this->bBoostCooldown_)
229            this->bBoost_ = true;
230    }
231
232    void SpaceShip::loadEngineTemplate()
233    {
234        if (!this->enginetemplate_.empty())
235        {
236            Template* temp = Template::getTemplate(this->enginetemplate_);
237
238            if (temp)
239            {
240                Identifier* identifier = temp->getBaseclassIdentifier();
241
242                if (identifier)
243                {
244                    BaseObject* object = identifier->fabricate(this);
245                    this->engine_ = orxonox_cast<Engine*>(object);
246
247                    if (this->engine_)
248                    {
249                        this->engine_->addTemplate(temp);
250                        this->engine_->addToSpaceShip(this);
251                    }
252                    else
253                    {
254                        object->destroy();
255                    }
256                }
257            }
258        }
259    }
260
261    void SpaceShip::setEngine(Engine* engine)
262    {
263        this->engine_ = engine;
264        if (engine && engine->getShip() != this)
265            engine->addToSpaceShip(this);
266    }
267
268    std::vector<PickupCarrier*>* SpaceShip::getCarrierChildren(void) const
269    {
270        std::vector<PickupCarrier*>* list = new std::vector<PickupCarrier*>();
271        list->push_back(this->engine_);
272        return list;
273    }
274}
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