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source: code/trunk/src/orxonox/items/MultiStateEngine.cc @ 6699

Last change on this file since 6699 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 9.1 KB
RevLine 
[2254]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
[6417]24 *      Reto Grieder
[2254]25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "MultiStateEngine.h"
31
[6417]32extern "C" {
33#include <lua.h>
34}
35
36#include "util/Convert.h"
[3196]37#include "core/CoreIncludes.h"
[2896]38#include "core/GameMode.h"
[6417]39#include "core/LuaState.h"
[2254]40#include "core/XMLPort.h"
[6417]41#include "worldentities/EffectContainer.h"
[5735]42#include "worldentities/pawns/SpaceShip.h"
[6417]43#include "sound/WorldSound.h"
[2254]44
45namespace orxonox
46{
[6417]47    static const float FORWARD_EFFECT_VELOCITY_THRESHOLD = 0;
48    static const float MAX_VELOCITY_NORMAL = 111;
49    static const float MAX_VELOCITY_BOOST = 221;
[2254]50
51    CreateFactory(MultiStateEngine);
52
53    MultiStateEngine::MultiStateEngine(BaseObject* creator) : Engine(creator)
54    {
55        RegisterObject(MultiStateEngine);
56
[6417]57        if (GameMode::isMaster())
58        {
59            this->defEngineSndNormal_ = new WorldSound(this);
60            this->defEngineSndBoost_  = new WorldSound(this);
61            this->defEngineSndNormal_->setLooping(true);
62            this->defEngineSndBoost_->setLooping(true);
63            this->lua_ = new LuaState();
64        }
65        else
66        {
67            this->defEngineSndBoost_ = 0;
68            this->defEngineSndNormal_ = 0;
69            this->lua_ = 0;
70        }
[2254]71        this->state_ = 0;
[6417]72        this->oldState_ = 0;
[2254]73
[6417]74        this->setSyncMode(ObjectDirection::Bidirectional);
[2254]75        this->registerVariables();
76    }
77
78    MultiStateEngine::~MultiStateEngine()
79    {
[6417]80        if (this->isInitialized())
[2254]81        {
[6417]82            if (!this->getShip())
83            {
84                // We have no ship, so the effects are not attached and won't be destroyed automatically
85                for (std::vector<EffectContainer*>::const_iterator it = this->effectContainers_.begin(); it != this->effectContainers_.end(); ++it)
86                    for (std::vector<WorldEntity*>::const_iterator it2 = (*it)->getEffectsBegin(); it2 != (*it)->getEffectsBegin(); ++it2)
87                        (*it2)->destroy();
88                if (this->defEngineSndNormal_)
89                    this->defEngineSndNormal_->destroy();
90                if (this->defEngineSndBoost_)
91                    this->defEngineSndBoost_->destroy();
92            }
93            if (this->lua_)
94                delete this->lua_;
[2254]95        }
96    }
97
98    void MultiStateEngine::XMLPort(Element& xmlelement, XMLPort::Mode mode)
99    {
100        SUPER(MultiStateEngine, XMLPort, xmlelement, mode);
[6417]101        XMLPortObject(MultiStateEngine, EffectContainer, "",  addEffectContainer,  getEffectContainer,  xmlelement, mode);
102        XMLPortParam(MultiStateEngine, "defEngineSndNormal",  setDefEngSndNormal,  getDefEngSndNormal,  xmlelement, mode);
103        XMLPortParam(MultiStateEngine, "defEngineSndBoost",  setDefEngSndBoost,  getDefEngSndBoost,  xmlelement, mode);
[2254]104    }
105
106    void MultiStateEngine::registerVariables()
107    {
[3280]108        registerVariable(this->state_, VariableDirection::ToServer);
[2254]109    }
110
111    void MultiStateEngine::tick(float dt)
112    {
113        if (this->getShip())
114        {
[6417]115            const Vector3& velocity = this->getShip()->getLocalVelocity();
116
[2254]117            if (this->getShip()->hasLocalController())
118            {
119                const Vector3& direction = this->getDirection();
[6417]120                bool forward = (direction.z < 0.0 && velocity.z < -FORWARD_EFFECT_VELOCITY_THRESHOLD);
[2254]121
[6417]122                this->state_ = 0;
123                if (this->getShip()->getBoost() && forward)
124                    this->state_ = Boost;
125                else if (forward && !this->state_) // this->state_ == Boost
126                    this->state_ = Normal;
127                else if (direction.z > 0.0 && velocity.z < 0.0)
128                    this->state_ = Brake;
[2254]129                else
[6417]130                    this->state_ = Idle;
131            }
[2254]132
[6417]133            if (GameMode::isMaster())
134            {
135                int changes = this->state_ | this->oldState_;
[2254]136
[6417]137                float pitch = velocity.length();
138                if (this->state_ & Normal)
139                    defEngineSndNormal_->setPitch(clamp(pitch/MAX_VELOCITY_NORMAL + 1, 0.5f, 2.0f));
140                if (this->state_ & Boost)
141                    defEngineSndBoost_->setPitch(clamp(pitch/MAX_VELOCITY_BOOST + 1, 0.5f, 2.0f));
[2254]142
[6417]143                if (changes & Idle)
144                {
145                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & Idle);
146                    lua_setglobal(this->lua_->getInternalLuaState(), "idle");
147                }
148                if (changes & Normal)
149                {
150                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & Normal);
151                    lua_setglobal(this->lua_->getInternalLuaState(), "normal");
152                    if (this->state_ & Normal)
153                        defEngineSndNormal_->play();
154                    else
155                        defEngineSndNormal_->stop();
156                }
157                if (changes & Brake)
158                {
159                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & Brake);
160                    lua_setglobal(this->lua_->getInternalLuaState(), "brake");
161                }
162                if (changes & Boost)
163                {
164                    lua_pushboolean(this->lua_->getInternalLuaState(), this->state_ & Boost);
165                    lua_setglobal(this->lua_->getInternalLuaState(), "boost");
166                    if (this->state_ & Boost)
167                        defEngineSndBoost_->play();
168                    else
169                        defEngineSndBoost_->stop();
170                }
[2254]171
[6417]172                this->oldState_ = this->state_;
173
174                // Update all effect conditions
175                for (std::vector<EffectContainer*>::const_iterator it = this->effectContainers_.begin(); it != this->effectContainers_.end(); ++it)
176                    (*it)->updateCondition();
[2254]177            }
178        }
179
[2809]180        SUPER(MultiStateEngine, tick, dt);
[2254]181    }
182
183    void MultiStateEngine::addToSpaceShip(SpaceShip* ship)
184    {
185        Engine::addToSpaceShip(ship);
186
187        if (!ship)
188            return;
189
[6417]190        if( this->defEngineSndNormal_ )
191            this->getShip()->attach(defEngineSndNormal_);
192        if( this->defEngineSndBoost_ )
193            this->getShip()->attach(defEngineSndBoost_);
[2254]194
[6417]195        for (std::vector<EffectContainer*>::const_iterator it = this->effectContainers_.begin(); it != this->effectContainers_.end(); ++it)
196            for (std::vector<WorldEntity*>::const_iterator it2 = (*it)->getEffectsBegin(); it2 != (*it)->getEffectsEnd(); ++it2)
197                this->getShip()->attach(*it2);
[2254]198    }
199
[6417]200    void MultiStateEngine::addEffectContainer(EffectContainer* effect)
[2254]201    {
[6417]202        if (effect == NULL)
203            return;
204        effect->setLuaState(this->lua_, 'f' + multi_cast<std::string>(this->effectContainers_.size()));
205        this->effectContainers_.push_back(effect);
[2254]206        if (this->getShip())
[6417]207        {
208            for (std::vector<WorldEntity*>::const_iterator it = effect->getEffectsBegin(); it != effect->getEffectsBegin(); ++it)
209                this->getShip()->attach(*it);
210        }
[2254]211    }
212
[6417]213    EffectContainer* MultiStateEngine::getEffectContainer(unsigned int index) const
[2254]214    {
215        unsigned int i = 0;
[6417]216        for (std::vector<EffectContainer*>::const_iterator it = this->effectContainers_.begin(); it != this->effectContainers_.end(); ++it)
[2254]217        {
218            if (i == index)
219                return (*it);
220        }
[6417]221        return NULL;
[2254]222    }
223
[6417]224    void MultiStateEngine::setDefEngSndNormal(const std::string &engineSound)
[2254]225    {
[6417]226        if( defEngineSndNormal_ )
227            defEngineSndNormal_->setSource(engineSound);
228        else
229            assert(0); // This should never happen, because soundpointer is only available on master
[2254]230    }
231
[6417]232    const std::string& MultiStateEngine::getDefEngSndNormal()
[2254]233    {
[6417]234        if( defEngineSndNormal_ )
235            return defEngineSndNormal_->getSource();
236        else
237            assert(0);
238        return BLANKSTRING;
[2254]239    }
240
[6417]241    void MultiStateEngine::setDefEngSndBoost(const std::string &engineSound)
[2254]242    {
[6417]243        if( defEngineSndBoost_ )
244            defEngineSndBoost_->setSource(engineSound);
245        else
246            assert(0);
[2254]247    }
[6417]248
249    const std::string& MultiStateEngine::getDefEngSndBoost()
250    {
251        if( this->defEngineSndBoost_ )
252            return defEngineSndBoost_->getSource();
253        else
254            assert(0);
255        return BLANKSTRING;
256    }
[2254]257}
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