| 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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| 34 | #include <string> | 
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| 35 | #include <LinearMath/btVector3.h> | 
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| 36 |  | 
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| 37 | #include "tools/Timer.h" | 
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| 38 | #include "util/Math.h" | 
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| 39 | #include "util/OrxAssert.h" | 
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| 40 |  | 
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| 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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| 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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| 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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| 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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| 55 |         - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again tow 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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| 56 |  | 
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| 57 |         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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| 58 |         @code | 
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| 59 |         <SpaceShip | 
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| 60 |             rotationThrust    = 50 | 
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| 61 |  | 
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| 62 |             lift = 1; | 
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| 63 |             stallSpeed = 220; | 
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| 64 |  | 
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| 65 |             boostPower            = 15 | 
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| 66 |             boostPowerRate        = 1 | 
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| 67 |             boostRate             = 5 | 
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| 68 |             boostCooldownDuration = 10 | 
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| 69 |  | 
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| 70 |             shakeFrequency = 15 | 
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| 71 |             shakeAmplitude = 9 | 
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| 72 |  | 
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| 73 |             collisionType     = "dynamic" | 
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| 74 |             mass              = 100 | 
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| 75 |             linearDamping     = 0.7 | 
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| 76 |             angularDamping    = 0.9999999 | 
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| 77 |             > | 
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| 78 |                 <engines> | 
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| 79 |                     <Engine /> | 
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| 80 |                     <Engine /> | 
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| 81 |                 </engines> | 
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| 82 |             </SpaceShip> | 
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| 83 |         @endcode | 
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| 84 |  | 
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| 85 |     @author | 
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| 86 |         Fabian 'x3n' Landau | 
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| 87 |     */ | 
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| 88 |     class _OrxonoxExport SpaceShip : public Pawn | 
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| 89 |     { | 
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| 90 |         public: | 
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| 91 |             SpaceShip(Context* context); | 
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| 92 |             virtual ~SpaceShip(); | 
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| 93 |  | 
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| 94 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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| 95 |             virtual void tick(float dt); | 
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| 96 |             void setConfigValues(); | 
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| 97 |  | 
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| 98 |             /** | 
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| 99 |             @brief Move forward or backward, | 
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| 100 |             @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward. | 
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| 101 |             */ | 
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| 102 |             virtual void moveFrontBack(const Vector2& value) | 
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| 103 |                 { this->steering_.z -= value.x; } | 
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| 104 |             /** | 
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| 105 |             @brief Move right or left. | 
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| 106 |             @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left. | 
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| 107 |             */ | 
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| 108 |             virtual void moveRightLeft(const Vector2& value) | 
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| 109 |                 { this->steering_.x += value.x; } | 
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| 110 |             /** | 
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| 111 |             @brief Move up or down. | 
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| 112 |             @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down. | 
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| 113 |             */ | 
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| 114 |             virtual void moveUpDown(const Vector2& value) | 
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| 115 |                 { this->steering_.y += value.x; } | 
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| 116 |  | 
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| 117 |             virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction. | 
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| 118 |             virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction. | 
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| 119 |             virtual void rotateRoll(const Vector2& value); // Rotate in roll direction. | 
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| 120 |  | 
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| 121 |             virtual void fire(); | 
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| 122 |             virtual void boost(bool bBoost); // Starts or stops boosting. | 
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| 123 |  | 
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| 124 |             void addEngine(Engine* engine); // Add an Engine to the SpaceShip. | 
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| 125 |             bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine. | 
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| 126 |             Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip. | 
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| 127 |             Engine* getEngineByName(const std::string& name); | 
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| 128 |             /** | 
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| 129 |             @brief Get the list of all Engines that are mounted on the SpaceShip. | 
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| 130 |             @return Returns a vector of all Engines of the SpaceShip. | 
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| 131 |             */ | 
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| 132 |             inline const std::vector<Engine*>& getEngineList() const | 
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| 133 |                 { return this->engineList_; } | 
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| 134 |             void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip. | 
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| 135 |             void removeAllEngines(); // Remove a particular Engine from the SpaceShip. | 
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| 136 |  | 
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| 137 |             void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip. | 
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| 138 |             void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip. | 
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| 139 |             float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip. | 
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| 140 |      | 
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| 141 |             float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip. | 
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| 142 |             float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip. | 
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| 143 |  | 
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| 144 |             /** | 
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| 145 |             @brief Set the steering direction of the SpaceShip. | 
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| 146 |                    This is set through the user input. | 
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| 147 |             @param direction The direction the SpaceShip should steer in. | 
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| 148 |             */ | 
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| 149 |             inline void setSteeringDirection(const Vector3& direction) | 
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| 150 |                 { this->steering_ = direction; } | 
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| 151 |             /** | 
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| 152 |             @brief Get the steering direction of the SpaceShip. | 
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| 153 |             @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed. | 
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| 154 |             */ | 
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| 155 |             inline const Vector3& getSteeringDirection() const | 
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| 156 |                 { return this->steering_; } | 
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| 157 |  | 
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| 158 |             /** | 
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| 159 |             @brief Check whether the SpaceShip is currently boosting. | 
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| 160 |             @return Returns true if the SpaceShip is boosting, false if not. | 
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| 161 |             */ | 
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| 162 |             inline bool isBoosting() const | 
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| 163 |                 { return this->bBoost_; } | 
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| 164 |             /** | 
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| 165 |             @brief Check whether the SpaceShip boost is cooling down. | 
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| 166 |             @return Returns true if the SpaceShip is cooling down from boosting. | 
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| 167 |             */ | 
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| 168 |             inline bool isBoostCoolingDown() const | 
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| 169 |                 { return bBoostCooldown_; } | 
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| 170 |  | 
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| 171 |             /** | 
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| 172 |             @brief Set the initial power available for boosting to the input value. | 
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| 173 |                    The current boost power is set to the input value as well. | 
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| 174 |             @param power The initial boost power. Must be non-negative. | 
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| 175 |             */ | 
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| 176 |             inline void setInitialBoostPower(float power) | 
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| 177 |                 { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; } | 
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| 178 |             /** | 
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| 179 |             @brief Set the rate, at which boost power is recharged, to the input value. | 
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| 180 |             @param rate The boost power rate in units per second. Must be non-negative. | 
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| 181 |             */ | 
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| 182 |             inline void setBoostPowerRate(float rate) | 
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| 183 |                 { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; } | 
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| 184 |             /** | 
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| 185 |             @brief Set the rate, at which boost power us used up, to the input value. | 
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| 186 |             @param rate The boost rate in units per second. Must be non-negative. | 
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| 187 |             */ | 
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| 188 |             inline void setBoostRate(float rate) | 
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| 189 |                 { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; } | 
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| 190 |             /** | 
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| 191 |             @brief Set the duration for which boosting, if in cooldown, is not possible. | 
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| 192 |                    Cooldown is reached if all boost power is depleted. | 
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| 193 |             @param duration The cooldown duration in seconds. Must be non-negative. | 
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| 194 |             */ | 
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| 195 |             inline void setBoostCooldownDuration(float duration) | 
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| 196 |                 { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; } | 
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| 197 |             /** | 
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| 198 |             @brief Set the frequency with which the camera shakes during boosting. | 
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| 199 |             @param frequency The frequency in times per second. Must be non-negative. | 
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| 200 |             */ | 
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| 201 |             inline void setShakeFrequency(float frequency) | 
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| 202 |                 { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; } | 
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| 203 |             /** | 
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| 204 |             @brief Set the amplitude with which the camera shakes during boosting. | 
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| 205 |             @param amplitude The amplitude. Must be non-negative. | 
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| 206 |             */ | 
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| 207 |             inline void setShakeAmplitude(float amplitude) | 
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| 208 |                 { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; } | 
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| 209 |  | 
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| 210 |             /** | 
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| 211 |             @brief Get the initial boost power. Is non-negative. | 
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| 212 |             @return Returns the initial boost power. | 
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| 213 |             */ | 
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| 214 |             inline float getInitialBoostPower() const | 
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| 215 |                 { return this->initialBoostPower_; } | 
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| 216 |             /** | 
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| 217 |             @brief Get the current boost power. Is non-negative. | 
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| 218 |             @return Returns the current boost power. | 
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| 219 |             */ | 
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| 220 |             inline float getBoostPower() const | 
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| 221 |                 { return this->boostPower_; } | 
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| 222 |             /** | 
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| 223 |             @brief Get the boost power rate. | 
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| 224 |             @return Returns the boost power rate in units per second. Is non-negative. | 
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| 225 |             */ | 
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| 226 |             inline float getBoostPowerRate() const | 
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| 227 |                 { return this->boostPowerRate_; } | 
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| 228 |             /** | 
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| 229 |             @brief Get the boost rate. | 
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| 230 |             @return Returns the boost rate in units per second. Is non-negative. | 
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| 231 |             */ | 
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| 232 |             inline float getBoostRate() const | 
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| 233 |                 { return this->boostRate_; } | 
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| 234 |             /** | 
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| 235 |             @brief Get the cooldown duration. | 
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| 236 |             @return Returns the cooldown duration in seconds. Is non-negative. | 
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| 237 |             */ | 
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| 238 |             inline float getBoostCooldownDuration() const | 
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| 239 |                 { return this->boostCooldownDuration_; } | 
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| 240 |             /** | 
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| 241 |             @brief Get the shake frequency. | 
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| 242 |             @return Returns the shake frequency in times per seconds. Is non-negative. | 
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| 243 |             */ | 
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| 244 |             inline float getShakeFrequency() const | 
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| 245 |                 { return this->shakeFrequency_; } | 
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| 246 |             /** | 
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| 247 |             @brief Get the shake amplitude. | 
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| 248 |             @return Returns the shake amplitude. Is non-negative. | 
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| 249 |             */ | 
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| 250 |             inline float getShakeAmplitude() const | 
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| 251 |                 { return this->shakeAmplitude_; } | 
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| 252 |  | 
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| 253 |         protected: | 
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| 254 |             bool bInvertYAxis_; | 
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| 255 |  | 
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| 256 |             Vector3 steering_; //!< The direction and magnitude of the steering action given through user input. | 
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| 257 |  | 
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| 258 |             float rotationThrust_;               //!< Force with which the SpaceShip rotates. | 
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| 259 |             btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally. | 
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| 260 |  | 
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| 261 |             bool bBoost_;                 //!< Whether the SpaceShip is currently boosting. | 
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| 262 |             bool bBoostCooldown_;         //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible. | 
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| 263 |             float initialBoostPower_;     //!< The initial (and maximal) boost power. | 
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| 264 |             float boostPower_;            //!< The current boost power. | 
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| 265 |             float boostPowerRate_;        //!< The rate at which the boost power is recharged. | 
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| 266 |             float boostRate_;             //!< The rate at which boost power is used up. | 
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| 267 |             float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect. | 
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| 268 |             float shakeFrequency_;        //!< The frequency of the shaking of the camera due to boosting. | 
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| 269 |             float shakeAmplitude_;        //!< The amplitude of the shaking of the camera due to boosting. | 
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| 270 |  | 
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| 271 |             float lift_;       //!< The amount of lift that is added. | 
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| 272 |             float stallSpeed_; //!< The forward speed where no more lift is added. | 
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| 273 |  | 
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| 274 |         private: | 
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| 275 |             void registerVariables(); | 
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| 276 |             virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; | 
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| 277 |  | 
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| 278 |             void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed. | 
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| 279 |             /** | 
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| 280 |             @brief Callback function. Is called when the boost has cooled down. | 
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| 281 |             */ | 
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| 282 |             void boostCooledDown(void) | 
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| 283 |                 { this->bBoostCooldown_ = false; } | 
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| 284 |  | 
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| 285 |             void shakeCamera(float dt); // Shake the camera for a given time interval. | 
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| 286 |             void backupCamera(); // Save the original position and orientation of the camera. | 
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| 287 |             void resetCamera(); // Reset the camera to its original position. | 
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| 288 |  | 
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| 289 |             std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip. | 
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| 290 |  | 
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| 291 |             Timer timer_;                          //!< Timer for the cooldown duration. | 
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| 292 |             float shakeDt_;                        //!< Temporary variable for the shaking of the camera. | 
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| 293 |             Vector3 cameraOriginalPosition_;       //!< The original position of the camera before shaking it. | 
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| 294 |             Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it. | 
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| 295 |  | 
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| 296 |             Shader* boostBlur_;      //!< A radial blur shader, applied when boosting according to the amount of boosting. | 
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| 297 |             float blurStrength_;     //!< The strength of the applied blur. | 
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| 298 |             bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not. | 
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| 299 |          | 
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| 300 |     }; | 
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| 301 | } | 
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| 302 |  | 
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| 303 | #endif /* _SpaceShip_H__ */ | 
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