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source: code/trunk/src/orxonox/worldentities/pawns/SpaceShip.cc @ 5942

Last change on this file since 5942 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: 7.1 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
60        this->bInvertYAxis_ = false;
61
62        this->setDestroyWhenPlayerLeft(true);
63
64        // SpaceShip is always a physical object per default
65        // Be aware of this call: The collision type legality check will not reach derived classes!
66        this->setCollisionType(WorldEntity::Dynamic);
67        // Get notification about collisions
68        this->enableCollisionCallback();
69
70        this->setConfigValues();
71        this->registerVariables();
72    }
73
74    SpaceShip::~SpaceShip()
75    {
76        if (this->isInitialized() && this->engine_)
77            this->engine_->destroy();
78    }
79
80    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
81    {
82        SUPER(SpaceShip, XMLPort, xmlelement, mode);
83
84        XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
85        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
86        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
87        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
88    }
89
90    void SpaceShip::registerVariables()
91    {
92        registerVariable(this->primaryThrust_,  VariableDirection::ToClient);
93        registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);
94        registerVariable(this->rotationThrust_, VariableDirection::ToClient);
95    }
96
97    void SpaceShip::setConfigValues()
98    {
99        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
100    }
101
102    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
103    {
104        if (type != WorldEntity::Dynamic)
105        {
106            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
107            assert(false); // Only in debug mode
108            return false;
109        }
110        else
111            return true;
112    }
113
114    void SpaceShip::tick(float dt)
115    {
116        SUPER(SpaceShip, tick, dt);
117
118        if (this->hasLocalController())
119        {
120/*
121            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
122            this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_);
123            if (this->localLinearAcceleration_.z() > 0)
124                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_);
125            else
126                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
127            this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
128            this->localLinearAcceleration_.setValue(0, 0, 0);
129*/
130            if (!this->isInMouseLook())
131            {
132                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
133                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
134                this->localAngularAcceleration_.setValue(0, 0, 0);
135            }
136        }
137    }
138
139    void SpaceShip::moveFrontBack(const Vector2& value)
140    {
141        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
142        this->steering_.z = -value.x;
143    }
144
145    void SpaceShip::moveRightLeft(const Vector2& value)
146    {
147        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
148        this->steering_.x = value.x;
149    }
150
151    void SpaceShip::moveUpDown(const Vector2& value)
152    {
153        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
154        this->steering_.y = value.x;
155    }
156
157    void SpaceShip::rotateYaw(const Vector2& value)
158    {
159        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
160
161        Pawn::rotateYaw(value);
162    }
163
164    void SpaceShip::rotatePitch(const Vector2& value)
165    {
166        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
167
168        Pawn::rotatePitch(value);
169    }
170
171    void SpaceShip::rotateRoll(const Vector2& value)
172    {
173        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
174
175        Pawn::rotateRoll(value);
176    }
177
178    void SpaceShip::fire()
179    {
180    }
181
182    void SpaceShip::boost()
183    {
184        this->bBoost_ = true;
185    }
186
187    void SpaceShip::loadEngineTemplate()
188    {
189        if (this->enginetemplate_ != "")
190        {
191            Template* temp = Template::getTemplate(this->enginetemplate_);
192
193            if (temp)
194            {
195                Identifier* identifier = temp->getBaseclassIdentifier();
196
197                if (identifier)
198                {
199                    BaseObject* object = identifier->fabricate(this);
200                    this->engine_ = orxonox_cast<Engine*>(object);
201
202                    if (this->engine_)
203                    {
204                        this->engine_->addTemplate(temp);
205                        this->engine_->addToSpaceShip(this);
206                    }
207                    else
208                    {
209                        object->destroy();
210                    }
211                }
212            }
213        }
214    }
215
216    void SpaceShip::setEngine(Engine* engine)
217    {
218        this->engine_ = engine;
219        if (engine && engine->getShip() != this)
220            engine->addToSpaceShip(this);
221    }
222}
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