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source: code/trunk/src/modules/docking/DockingController.cc @ 9325

Last change on this file since 9325 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 3.9 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 *      Sven Stucki
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "DockingController.h"
30
31#include <cmath>
32
33#include "infos/PlayerInfo.h"
34#include "worldentities/ControllableEntity.h"
35#include "Dock.h"
36
37namespace orxonox
38{
39    CreateFactory(DockingController);
40
41    DockingController::DockingController(BaseObject* creator) : ArtificialController(creator)
42    {
43        RegisterObject(DockingController);
44
45        this->dock_ = NULL;
46        this->player_ = NULL;
47        this->entity_ = NULL;
48    }
49
50    DockingController::~DockingController()
51    {
52
53    }
54
55    void DockingController::tick(float dt)
56    {
57        ControllableEntity* entity = this->getControllableEntity();
58        if (!entity)
59            return;
60
61        float distance = (this->dock_->getWorldPosition() - entity->getPosition()).length();
62        Vector2 coord = get2DViewdirection(     // I don't understand this too
63            entity->getPosition(),
64            entity->getOrientation() * WorldEntity::FRONT,
65            entity->getOrientation() * WorldEntity::UP,
66            dock_->getWorldPosition()
67        );
68
69        // adjust direction of spaceship
70        if (distance > 10)
71        {
72            entity->rotateYaw(-1.0f * 0.8f * sgn(coord.x) * coord.x*coord.x);
73            entity->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
74        }
75
76        /*// adjust speed
77        if (distance < 200 && entity->getVelocity().squaredLength() > dock->getVelocity().squaredLength())
78            entity->moveFrontBack(0.2f);
79        else
80            entity->moveFrontBack(0.8f);*/
81
82        entity->moveFrontBack(0.5f * log(distance/10.0f));
83
84        if (distance < 20)
85            this->positionReached();
86
87        SUPER(DockingController, tick, dt);
88    }
89
90    void DockingController::takeControl(bool docking)
91    {
92        this->docking_ = docking;
93
94        this->entity_ = this->player_->getControllableEntity();
95        assert(this->entity_);
96
97        if (docking)
98        {
99            orxout(verbose, context::docking) << "DockingController::takeControl Taking over control." << endl;
100
101            this->entity_->setDestroyWhenPlayerLeft(false);
102            this->player_->pauseControl();
103            this->entity_->setController(this);
104            this->setControllableEntity(this->entity_);
105        }
106    }
107
108    void DockingController::positionReached()
109    {
110        orxout(verbose, context::docking) << "DockingController::positionReached() called." << endl;
111
112        assert(this->player_);
113        assert(this->dock_);
114
115        // stop spaceship
116        this->entity_->setPosition(this->dock_->getWorldPosition());
117        this->entity_->setVelocity(0, 0, 0);
118        this->entity_->setOrientation(this->dock_->getWorldOrientation());
119
120        // give control back to player
121        this->player_->startControl(this->entity_);
122        this->setActive(false);
123        this->controllableEntity_ = NULL;
124
125        if (this->docking_)
126            this->dock_->dockingAnimationFinished(this->player_);
127        /*else
128            dock->undockingAnimationFinished(player);*/
129
130        this->destroy();
131    }
132}
133
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