/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "SpaceShip.h" #include #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/Template.h" #include "core/XMLPort.h" #include "items/Engine.h" #include "graphics/Camera.h" #include "CameraManager.h" namespace orxonox { const float orientationGain = 100; CreateFactory(SpaceShip); SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator) { RegisterObject(SpaceShip); this->primaryThrust_ = 100; this->auxilaryThrust_ = 30; this->rotationThrust_ = 10; this->localLinearAcceleration_.setValue(0, 0, 0); this->localAngularAcceleration_.setValue(0, 0, 0); this->bBoost_ = false; this->bPermanentBoost_ = false; this->steering_ = Vector3::ZERO; this->engine_ = 0; this->boostPower_ = 10.0f; this->initialBoostPower_ = 10.0f; this->boostRate_ = 5.0; this->boostPowerRate_ = 1.0; this->boostCooldownDuration_ = 5.0; this->bBoostCooldown_ = false; this->bInvertYAxis_ = false; this->setDestroyWhenPlayerLeft(true); // SpaceShip is always a physical object per default // Be aware of this call: The collision type legality check will not reach derived classes! this->setCollisionType(WorldEntity::Dynamic); // Get notification about collisions this->enableCollisionCallback(); this->setConfigValues(); this->registerVariables(); Camera* c = CameraManager::getInstance().getActiveCamera(); this->cameraOriginalPosition = c->getPosition(); this->cameraOriginalOrientation = c->getOrientation(); this->shakeFrequency_ = 100; this->shakeAmplitude_ = 40; this->shakeDeltaTime_ = 0; } SpaceShip::~SpaceShip() { if (this->isInitialized() && this->engine_) this->engine_->destroy(); } void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(SpaceShip, XMLPort, xmlelement, mode); XMLPortParam(SpaceShip, "engine", setEngineTemplate, getEngineTemplate, xmlelement, mode); XMLPortParamVariable(SpaceShip, "primaryThrust", primaryThrust_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "boostPower", initialBoostPower_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "boostPowerRate", boostPowerRate_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "boostRate", boostRate_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode); } void SpaceShip::registerVariables() { registerVariable(this->primaryThrust_, VariableDirection::ToClient); registerVariable(this->auxilaryThrust_, VariableDirection::ToClient); registerVariable(this->rotationThrust_, VariableDirection::ToClient); } void SpaceShip::setConfigValues() { SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down)."); } bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const { if (type != WorldEntity::Dynamic) { CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl; assert(false); // Only in debug mode return false; } else return true; } void SpaceShip::tick(float dt) { SUPER(SpaceShip, tick, dt); if (this->hasLocalController()) { /* this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_); this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_); if (this->localLinearAcceleration_.z() > 0) this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_); else this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_); this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_); this->localLinearAcceleration_.setValue(0, 0, 0); */ if (!this->isInMouseLook()) { this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_; this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_); } this->localAngularAcceleration_.setValue(0, 0, 0); if(!this->bBoostCooldown_ && this->boostPower_ < this->initialBoostPower_) { this->boostPower_ += this->boostPowerRate_*dt; } Camera* c = CameraManager::getInstance().getActiveCamera(); if(this->bBoost_) { this->boostPower_ -=this->boostRate_*dt; if(this->boostPower_ <= 0.0f) { this->bBoost_ = false; this->bBoostCooldown_ = true; this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this))); } else { this->shakeDeltaTime_ += dt; //Shaking Camera effect if (c != 0) { if (c->getAngularVelocity() == Vector3(0,0,0)) { c->setAngularVelocity(Vector3(2,0,0)); this->shakeDeltaTime_ = 0; } //toggle the rotation if (1/(this->shakeFrequency_) <= shakeDeltaTime_) { c->setAngularVelocity(-c->getAngularVelocity()); shakeDeltaTime_ = 0; } /* COUT(1) << "Time since change: " << shakeDeltaTime_ << std::endl; COUT(1) << "Rotation Rate: " << c->getRotationRate() << std::endl; COUT(1) << "Angular Velocity: " << c->getAngularVelocity().length(); COUT(1) << std::endl; */ } } } else { //reset the camera, if the boost is not active //TODO: don't call this every tick c->setAngularVelocity(Vector3(0,0,0)); c->setPosition(this->cameraOriginalPosition); c->setOrientation(this->cameraOriginalOrientation); } } } void SpaceShip::boostCooledDown(void) { this->bBoostCooldown_ = false; } void SpaceShip::moveFrontBack(const Vector2& value) { this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x); this->steering_.z = -value.x; } void SpaceShip::moveRightLeft(const Vector2& value) { this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x); this->steering_.x = value.x; } void SpaceShip::moveUpDown(const Vector2& value) { this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x); this->steering_.y = value.x; } void SpaceShip::rotateYaw(const Vector2& value) { this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x); Pawn::rotateYaw(value); } void SpaceShip::rotatePitch(const Vector2& value) { this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x); Pawn::rotatePitch(value); } void SpaceShip::rotateRoll(const Vector2& value) { this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x); Pawn::rotateRoll(value); } // TODO: something seems to call this function every tick, could probably handled a little more efficiently! void SpaceShip::setBoost(bool bBoost) { if(bBoost == this->bBoost_) return; if(bBoost) this->boost(); else { this->bBoost_ = false; } } void SpaceShip::fire() { } void SpaceShip::boost() { if(!this->bBoostCooldown_) this->bBoost_ = true; } void SpaceShip::loadEngineTemplate() { if (!this->enginetemplate_.empty()) { Template* temp = Template::getTemplate(this->enginetemplate_); if (temp) { Identifier* identifier = temp->getBaseclassIdentifier(); if (identifier) { BaseObject* object = identifier->fabricate(this); this->engine_ = orxonox_cast(object); if (this->engine_) { this->engine_->addTemplate(temp); this->engine_->addToSpaceShip(this); } else { object->destroy(); } } } } } void SpaceShip::setEngine(Engine* engine) { this->engine_ = engine; if (engine && engine->getShip() != this) engine->addToSpaceShip(this); } std::vector* SpaceShip::getCarrierChildren(void) const { std::vector* list = new std::vector(); list->push_back(this->engine_); return list; } }