[2072] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #ifndef _SpaceShip_H__ |
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| 30 | #define _SpaceShip_H__ |
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| 31 | |
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| 32 | #include "OrxonoxPrereqs.h" |
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| 33 | |
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[3196] | 34 | #include <string> |
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| 35 | #include <LinearMath/btVector3.h> |
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[8727] | 36 | |
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[7801] | 37 | #include "tools/Timer.h" |
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[3196] | 38 | #include "util/Math.h" |
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[8727] | 39 | #include "util/OrxAssert.h" |
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| 40 | |
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[2072] | 41 | #include "Pawn.h" |
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| 42 | |
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| 43 | namespace orxonox |
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| 44 | { |
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[8727] | 45 | |
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| 46 | /** |
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| 47 | @brief |
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| 48 | The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it. |
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[10437] | 49 | The feature that you can add @ref orxonox::Engine Engines is new in this class. However adding @ref orxonox::Weapon Weapons is possible because every Spaceship is a Pawn (due to inheritance) and every Pawn can carry @ref orxonox::Weapon Weapons. |
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[8727] | 50 | |
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| 51 | There are several parameters that define the behavior of the SpaceShip> |
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| 52 | - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates. |
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| 53 | - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative. |
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| 54 | - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative. |
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[11052] | 55 | - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again two parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated. |
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[8727] | 56 | |
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[11052] | 57 | A spaceship always needs to have the collision type "dynamic". Other collision types are illegal. |
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| 58 | |
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[8727] | 59 | As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML: |
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| 60 | @code |
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| 61 | <SpaceShip |
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| 62 | rotationThrust = 50 |
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| 63 | |
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| 64 | lift = 1; |
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| 65 | stallSpeed = 220; |
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| 66 | |
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| 67 | boostPower = 15 |
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| 68 | boostPowerRate = 1 |
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| 69 | boostRate = 5 |
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| 70 | boostCooldownDuration = 10 |
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| 71 | |
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| 72 | shakeFrequency = 15 |
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| 73 | shakeAmplitude = 9 |
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| 74 | |
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| 75 | collisionType = "dynamic" |
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| 76 | mass = 100 |
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| 77 | linearDamping = 0.7 |
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| 78 | angularDamping = 0.9999999 |
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| 79 | > |
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| 80 | <engines> |
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| 81 | <Engine /> |
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| 82 | <Engine /> |
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| 83 | </engines> |
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| 84 | </SpaceShip> |
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| 85 | @endcode |
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| 86 | |
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| 87 | @author |
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| 88 | Fabian 'x3n' Landau |
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| 89 | */ |
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[2072] | 90 | class _OrxonoxExport SpaceShip : public Pawn |
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| 91 | { |
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| 92 | public: |
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[9667] | 93 | SpaceShip(Context* context); |
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[2072] | 94 | virtual ~SpaceShip(); |
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| 95 | |
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| 96 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 97 | virtual void tick(float dt); |
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| 98 | void setConfigValues(); |
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| 99 | |
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[8727] | 100 | /** |
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| 101 | @brief Move forward or backward, |
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| 102 | @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward. |
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| 103 | */ |
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| 104 | virtual void moveFrontBack(const Vector2& value) |
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| 105 | { this->steering_.z -= value.x; } |
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| 106 | /** |
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| 107 | @brief Move right or left. |
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| 108 | @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left. |
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| 109 | */ |
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| 110 | virtual void moveRightLeft(const Vector2& value) |
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| 111 | { this->steering_.x += value.x; } |
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| 112 | /** |
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| 113 | @brief Move up or down. |
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| 114 | @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down. |
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| 115 | */ |
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| 116 | virtual void moveUpDown(const Vector2& value) |
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| 117 | { this->steering_.y += value.x; } |
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[2072] | 118 | |
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[8727] | 119 | virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction. |
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| 120 | virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction. |
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| 121 | virtual void rotateRoll(const Vector2& value); // Rotate in roll direction. |
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[2072] | 122 | |
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| 123 | virtual void fire(); |
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[8706] | 124 | virtual void boost(bool bBoost); // Starts or stops boosting. |
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[2072] | 125 | |
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[8727] | 126 | void addEngine(Engine* engine); // Add an Engine to the SpaceShip. |
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| 127 | bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine. |
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| 128 | Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip. |
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[10216] | 129 | Engine* getEngineByName(const std::string& name); |
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[8727] | 130 | /** |
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| 131 | @brief Get the list of all Engines that are mounted on the SpaceShip. |
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| 132 | @return Returns a vector of all Engines of the SpaceShip. |
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| 133 | */ |
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| 134 | inline const std::vector<Engine*>& getEngineList() const |
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[8706] | 135 | { return this->engineList_; } |
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[8727] | 136 | void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip. |
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| 137 | void removeAllEngines(); // Remove a particular Engine from the SpaceShip. |
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[2072] | 138 | |
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[8727] | 139 | void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip. |
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| 140 | void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip. |
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| 141 | float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip. |
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| 142 | |
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| 143 | float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip. |
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| 144 | float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip. |
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[8706] | 145 | |
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[8727] | 146 | /** |
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| 147 | @brief Set the steering direction of the SpaceShip. |
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| 148 | This is set through the user input. |
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| 149 | @param direction The direction the SpaceShip should steer in. |
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| 150 | */ |
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[2662] | 151 | inline void setSteeringDirection(const Vector3& direction) |
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| 152 | { this->steering_ = direction; } |
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[8727] | 153 | /** |
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| 154 | @brief Get the steering direction of the SpaceShip. |
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| 155 | @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed. |
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| 156 | */ |
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[2662] | 157 | inline const Vector3& getSteeringDirection() const |
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| 158 | { return this->steering_; } |
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[2072] | 159 | |
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[8727] | 160 | /** |
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| 161 | @brief Check whether the SpaceShip is currently boosting. |
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| 162 | @return Returns true if the SpaceShip is boosting, false if not. |
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| 163 | */ |
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| 164 | inline bool isBoosting() const |
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[2662] | 165 | { return this->bBoost_; } |
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[8727] | 166 | /** |
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| 167 | @brief Check whether the SpaceShip boost is cooling down. |
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| 168 | @return Returns true if the SpaceShip is cooling down from boosting. |
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| 169 | */ |
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| 170 | inline bool isBoostCoolingDown() const |
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| 171 | { return bBoostCooldown_; } |
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[2662] | 172 | |
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[8727] | 173 | /** |
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| 174 | @brief Set the initial power available for boosting to the input value. |
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| 175 | The current boost power is set to the input value as well. |
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| 176 | @param power The initial boost power. Must be non-negative. |
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| 177 | */ |
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| 178 | inline void setInitialBoostPower(float power) |
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| 179 | { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; } |
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| 180 | /** |
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| 181 | @brief Set the rate, at which boost power is recharged, to the input value. |
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| 182 | @param rate The boost power rate in units per second. Must be non-negative. |
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| 183 | */ |
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| 184 | inline void setBoostPowerRate(float rate) |
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| 185 | { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; } |
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| 186 | /** |
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| 187 | @brief Set the rate, at which boost power us used up, to the input value. |
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| 188 | @param rate The boost rate in units per second. Must be non-negative. |
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| 189 | */ |
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| 190 | inline void setBoostRate(float rate) |
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| 191 | { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; } |
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| 192 | /** |
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| 193 | @brief Set the duration for which boosting, if in cooldown, is not possible. |
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| 194 | Cooldown is reached if all boost power is depleted. |
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| 195 | @param duration The cooldown duration in seconds. Must be non-negative. |
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| 196 | */ |
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| 197 | inline void setBoostCooldownDuration(float duration) |
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| 198 | { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; } |
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| 199 | /** |
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| 200 | @brief Set the frequency with which the camera shakes during boosting. |
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| 201 | @param frequency The frequency in times per second. Must be non-negative. |
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| 202 | */ |
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| 203 | inline void setShakeFrequency(float frequency) |
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| 204 | { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; } |
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| 205 | /** |
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| 206 | @brief Set the amplitude with which the camera shakes during boosting. |
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| 207 | @param amplitude The amplitude. Must be non-negative. |
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| 208 | */ |
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| 209 | inline void setShakeAmplitude(float amplitude) |
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| 210 | { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; } |
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| 211 | |
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| 212 | /** |
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| 213 | @brief Get the initial boost power. Is non-negative. |
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| 214 | @return Returns the initial boost power. |
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| 215 | */ |
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| 216 | inline float getInitialBoostPower() const |
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| 217 | { return this->initialBoostPower_; } |
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| 218 | /** |
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| 219 | @brief Get the current boost power. Is non-negative. |
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| 220 | @return Returns the current boost power. |
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| 221 | */ |
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[8706] | 222 | inline float getBoostPower() const |
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| 223 | { return this->boostPower_; } |
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[8727] | 224 | /** |
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| 225 | @brief Get the boost power rate. |
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| 226 | @return Returns the boost power rate in units per second. Is non-negative. |
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| 227 | */ |
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| 228 | inline float getBoostPowerRate() const |
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| 229 | { return this->boostPowerRate_; } |
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| 230 | /** |
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| 231 | @brief Get the boost rate. |
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| 232 | @return Returns the boost rate in units per second. Is non-negative. |
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| 233 | */ |
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| 234 | inline float getBoostRate() const |
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| 235 | { return this->boostRate_; } |
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| 236 | /** |
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| 237 | @brief Get the cooldown duration. |
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| 238 | @return Returns the cooldown duration in seconds. Is non-negative. |
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| 239 | */ |
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| 240 | inline float getBoostCooldownDuration() const |
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| 241 | { return this->boostCooldownDuration_; } |
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| 242 | /** |
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| 243 | @brief Get the shake frequency. |
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| 244 | @return Returns the shake frequency in times per seconds. Is non-negative. |
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| 245 | */ |
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| 246 | inline float getShakeFrequency() const |
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| 247 | { return this->shakeFrequency_; } |
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| 248 | /** |
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| 249 | @brief Get the shake amplitude. |
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| 250 | @return Returns the shake amplitude. Is non-negative. |
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| 251 | */ |
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| 252 | inline float getShakeAmplitude() const |
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| 253 | { return this->shakeAmplitude_; } |
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[11052] | 254 | /** |
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| 255 | @brief Add boost power. Is non-negative. |
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| 256 | @return Returns the current boost power. |
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| 257 | */ |
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| 258 | void gainBoostPower(float gainedBoostPower); |
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[2662] | 259 | |
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[2072] | 260 | protected: |
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| 261 | bool bInvertYAxis_; |
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| 262 | |
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[8727] | 263 | Vector3 steering_; //!< The direction and magnitude of the steering action given through user input. |
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[2072] | 264 | |
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[8727] | 265 | float rotationThrust_; //!< Force with which the SpaceShip rotates. |
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| 266 | btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally. |
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[8706] | 267 | |
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[8727] | 268 | bool bBoost_; //!< Whether the SpaceShip is currently boosting. |
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| 269 | bool bBoostCooldown_; //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible. |
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| 270 | float initialBoostPower_; //!< The initial (and maximal) boost power. |
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[11052] | 271 | float boostPower_; //!< The current boost power. If the boost power is reduced to zero the boost cooldown will start. |
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[8727] | 272 | float boostPowerRate_; //!< The rate at which the boost power is recharged. |
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| 273 | float boostRate_; //!< The rate at which boost power is used up. |
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| 274 | float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect. |
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| 275 | float shakeFrequency_; //!< The frequency of the shaking of the camera due to boosting. |
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| 276 | float shakeAmplitude_; //!< The amplitude of the shaking of the camera due to boosting. |
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| 277 | |
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| 278 | float lift_; //!< The amount of lift that is added. |
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| 279 | float stallSpeed_; //!< The forward speed where no more lift is added. |
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| 280 | |
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[2662] | 281 | private: |
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[7163] | 282 | void registerVariables(); |
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[2662] | 283 | virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; |
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| 284 | |
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[8727] | 285 | void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed. |
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| 286 | /** |
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| 287 | @brief Callback function. Is called when the boost has cooled down. |
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| 288 | */ |
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| 289 | void boostCooledDown(void) |
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| 290 | { this->bBoostCooldown_ = false; } |
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[8706] | 291 | |
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[8727] | 292 | void shakeCamera(float dt); // Shake the camera for a given time interval. |
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| 293 | void backupCamera(); // Save the original position and orientation of the camera. |
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| 294 | void resetCamera(); // Reset the camera to its original position. |
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| 295 | |
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| 296 | std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip. |
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| 297 | |
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[11052] | 298 | Timer timer_; //!< Timer for the cooldown of the boost. |
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[8727] | 299 | float shakeDt_; //!< Temporary variable for the shaking of the camera. |
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| 300 | Vector3 cameraOriginalPosition_; //!< The original position of the camera before shaking it. |
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| 301 | Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it. |
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| 302 | |
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| 303 | Shader* boostBlur_; //!< A radial blur shader, applied when boosting according to the amount of boosting. |
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| 304 | float blurStrength_; //!< The strength of the applied blur. |
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| 305 | bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not. |
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[8706] | 306 | |
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[2072] | 307 | }; |
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| 308 | } |
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| 309 | |
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| 310 | #endif /* _SpaceShip_H__ */ |
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