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 | * Julien Kindle |
---|
24 | * Co-authors: |
---|
25 | * Noah Zarro |
---|
26 | * Theo von Arx |
---|
27 | * |
---|
28 | * |
---|
29 | */ |
---|
30 | |
---|
31 | /** |
---|
32 | @file SOBFigure.cc |
---|
33 | @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. |
---|
34 | */ |
---|
35 | |
---|
36 | #include "SOBFigure.h" |
---|
37 | |
---|
38 | #include "core/CoreIncludes.h" |
---|
39 | #include "core/XMLPort.h" |
---|
40 | #include "graphics/Model.h" |
---|
41 | #include "graphics/Camera.h" |
---|
42 | #include "graphics/ParticleSpawner.h" |
---|
43 | #include <OgreMath.h> |
---|
44 | |
---|
45 | #include "SOBTube.h" |
---|
46 | #include "SOBMushroom.h" |
---|
47 | #include "SOBGumba.h" |
---|
48 | #include "SOBGumbaBoss.h" |
---|
49 | #include "SOBFireball.h" |
---|
50 | #include "SOB.h" |
---|
51 | #include "SOBFlagstone.h" |
---|
52 | #include "SOBCastlestone.h" |
---|
53 | #include "Highscore.h" |
---|
54 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
---|
55 | |
---|
56 | namespace orxonox |
---|
57 | { |
---|
58 | RegisterClass(SOBFigure); |
---|
59 | |
---|
60 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) |
---|
61 | { |
---|
62 | RegisterObject(SOBFigure); |
---|
63 | |
---|
64 | // initialize variables |
---|
65 | gravityAcceleration_ = 350.0; |
---|
66 | |
---|
67 | //Vars for movement of player |
---|
68 | moveUpPressed_ = false; |
---|
69 | moveDownPressed_ = false; |
---|
70 | moveLeftPressed_ = false; |
---|
71 | moveRightPressed_ = false; |
---|
72 | firePressed_ = false; |
---|
73 | collDisZ_ = 0; |
---|
74 | tube = NULL; |
---|
75 | |
---|
76 | //Variables for Action in Tube |
---|
77 | tcol_ = false; |
---|
78 | tubing = false; |
---|
79 | kkk = 0; |
---|
80 | |
---|
81 | //Times and turning |
---|
82 | timeSinceLastFire_ = 0.0; |
---|
83 | lastSpeed_z = 0.0; |
---|
84 | timeCounter_ = 0; |
---|
85 | |
---|
86 | //Properties of player |
---|
87 | |
---|
88 | isColliding_ = true; |
---|
89 | particlespawner_ = NULL; |
---|
90 | |
---|
91 | //Properties of players life |
---|
92 | predead_ = false; |
---|
93 | dead_ = false; |
---|
94 | lvlEnded_ = false; |
---|
95 | reachedLvlEndState_ = 0; |
---|
96 | |
---|
97 | positiontube_=10000; |
---|
98 | // Properties concerning PowerUps and items |
---|
99 | |
---|
100 | PowerUpCounter_ = 0; |
---|
101 | maxPowerUp_ = 2; |
---|
102 | FireballPower = 2; |
---|
103 | //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key |
---|
104 | fireallowed_ = true; |
---|
105 | firecooldown_ = 0; |
---|
106 | |
---|
107 | |
---|
108 | setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground |
---|
109 | this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed |
---|
110 | } |
---|
111 | |
---|
112 | |
---|
113 | |
---|
114 | bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
---|
115 | |
---|
116 | //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir |
---|
117 | isColliding_ = true; |
---|
118 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
---|
119 | |
---|
120 | |
---|
121 | //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr |
---|
122 | //SOBTube* test; |
---|
123 | |
---|
124 | SOBMushroom* mush = orxonox_cast<SOBMushroom*> (otherObject); |
---|
125 | tube = orxonox_cast<SOBTube*> (otherObject); |
---|
126 | SOBGumba* gumba = orxonox_cast<SOBGumba*> (otherObject); |
---|
127 | SOBGumbaBoss* gumbaBoss = orxonox_cast<SOBGumbaBoss*> (otherObject); |
---|
128 | SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*> (otherObject); |
---|
129 | SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject); |
---|
130 | SOBFireball* fireball = orxonox_cast<SOBFireball*> (otherObject); |
---|
131 | SOB* SOBGame = orxonox_cast<SOB*> (getGametype()); |
---|
132 | |
---|
133 | |
---|
134 | |
---|
135 | //Check if otherObject is a powerup-mushroom |
---|
136 | if (mush != nullptr && !(mush->hasCollided_)) { |
---|
137 | otherObject->destroyLater(); |
---|
138 | |
---|
139 | PowerUpCounter_++; |
---|
140 | if(PowerUpCounter_ > maxPowerUp_) PowerUpCounter_ = maxPowerUp_; // you had already the max |
---|
141 | else this->changeClothes(); |
---|
142 | |
---|
143 | SOBGame->addMushroom(); // Tell the gametype to increase points |
---|
144 | mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once |
---|
145 | |
---|
146 | |
---|
147 | }else if(tube != nullptr && !(tube->hasCollided_)){ //Check if other Object is a tube and set position wher tube is in positiontube_ |
---|
148 | tube->hasCollided_=true;positiontube_=getPosition().x;tcol_=true; //tcol_ used for movedown function in SOBfigure.cc |
---|
149 | |
---|
150 | |
---|
151 | |
---|
152 | }else if (gumba != nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) { |
---|
153 | //Check if otherObject is a Gumba (that walking enemies) |
---|
154 | |
---|
155 | //If player jumps on its head, kill the Gumba, else, kill the player |
---|
156 | if (getVelocity().z >= -20) { |
---|
157 | // If player hasn't a power up, he dies. Else he shrinks and the gumba dies. |
---|
158 | if(PowerUpCounter_ == 0){ |
---|
159 | this->die(); |
---|
160 | } |
---|
161 | else{ |
---|
162 | PowerUpCounter_--; |
---|
163 | this->changeClothes(); |
---|
164 | |
---|
165 | gumba->destroyLater(); |
---|
166 | gumba->hasCollided_ = true; |
---|
167 | } |
---|
168 | |
---|
169 | } else { |
---|
170 | gumba->destroyLater(); |
---|
171 | gumba->hasCollided_ = true; |
---|
172 | SOBGame->addGumba(); |
---|
173 | |
---|
174 | |
---|
175 | } |
---|
176 | } |
---|
177 | else if (gumbaBoss != nullptr && !(gumbaBoss->hasCollided_)) { |
---|
178 | if (getVelocity().z >= -20) { |
---|
179 | // If player hasn't a power up, he dies. Else he dies directly. |
---|
180 | this->die(); |
---|
181 | } |
---|
182 | |
---|
183 | else { |
---|
184 | gumbaBoss->destroyLater(); |
---|
185 | gumbaBoss->hasCollided_ = true; |
---|
186 | SOBGame->addGumbaBoss(); |
---|
187 | } |
---|
188 | } |
---|
189 | else if (fireball != nullptr && !(fireball->hasCollided_)){ |
---|
190 | if(PowerUpCounter_ == 0){ |
---|
191 | this->die(); |
---|
192 | } |
---|
193 | PowerUpCounter_--; |
---|
194 | this->changeClothes(); |
---|
195 | fireball->destroyLater(); |
---|
196 | } |
---|
197 | |
---|
198 | //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone |
---|
199 | if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { |
---|
200 | flagstone->hasCollided_ = true; |
---|
201 | reachedLvlEndState_ = 1; |
---|
202 | |
---|
203 | SOBGame->setDone(true); |
---|
204 | SOBGame->addPoints(flagstone->getPoints()); |
---|
205 | |
---|
206 | |
---|
207 | } |
---|
208 | if (castlestone != nullptr && !(castlestone->hasCollided_)) { |
---|
209 | castlestone->hasCollided_ = true; |
---|
210 | reachedLvlEndState_++; |
---|
211 | |
---|
212 | } |
---|
213 | |
---|
214 | return true; |
---|
215 | } |
---|
216 | |
---|
217 | |
---|
218 | //Self implemented sign function that returns either 1 or -1 (and never 0) |
---|
219 | int SOBFigure::sgn(float x) { |
---|
220 | if (x < 0.0) return -1; |
---|
221 | return 1; |
---|
222 | } |
---|
223 | /*bool SOBFigure::tubeAction(){ |
---|
224 | return true; |
---|
225 | }*/ |
---|
226 | //Function to spawn the Fireball |
---|
227 | void SOBFigure::spawnFireball() { |
---|
228 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; |
---|
229 | |
---|
230 | SOBFireball* ball = new SOBFireball(center_->getContext()); |
---|
231 | Vector3 spawnpos = this->getWorldPosition(); |
---|
232 | spawnpos.z += 0; |
---|
233 | |
---|
234 | if (ball != nullptr && center_ != nullptr) |
---|
235 | { |
---|
236 | ball->addTemplate("fireball"); |
---|
237 | bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); |
---|
238 | ball->setDirection(direction); |
---|
239 | if(direction) |
---|
240 | { |
---|
241 | spawnpos.x+=10; |
---|
242 | } |
---|
243 | else |
---|
244 | { |
---|
245 | spawnpos.x-=10; |
---|
246 | } |
---|
247 | ball->setPosition(spawnpos); |
---|
248 | |
---|
249 | } |
---|
250 | } |
---|
251 | |
---|
252 | //For those of you who don't have an idea: the tick function is called about 50 times/sec |
---|
253 | void SOBFigure::tick(float dt) |
---|
254 | { |
---|
255 | SUPER(SOBFigure, tick, dt); |
---|
256 | |
---|
257 | |
---|
258 | bool inputAllowed = true; |
---|
259 | |
---|
260 | |
---|
261 | //the particle spawner that generates the fire from the backpack when pressed |
---|
262 | if (particlespawner_ == NULL) { |
---|
263 | for (WorldEntity* object : this->getAttachedObjects()) |
---|
264 | { |
---|
265 | if (object->isA(Class(ParticleSpawner))) |
---|
266 | particlespawner_ = object; |
---|
267 | } |
---|
268 | |
---|
269 | } |
---|
270 | |
---|
271 | |
---|
272 | |
---|
273 | //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle |
---|
274 | if (reachedLvlEndState_ != 0) { |
---|
275 | timeCounter_+= dt; |
---|
276 | inputAllowed = false; |
---|
277 | } |
---|
278 | if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { |
---|
279 | timeCounter_ = 0; |
---|
280 | reachedLvlEndState_ = 2; |
---|
281 | } |
---|
282 | |
---|
283 | |
---|
284 | //if input blocked, then cancel every movement operation |
---|
285 | if (!inputAllowed) { |
---|
286 | moveUpPressed_ = false; |
---|
287 | moveDownPressed_ = false; |
---|
288 | moveLeftPressed_ = false; |
---|
289 | moveRightPressed_ = false; |
---|
290 | } |
---|
291 | |
---|
292 | //set the gravityto standard 350 |
---|
293 | if (firePressed_ == false) { |
---|
294 | gravityAcceleration_ = 350.0; |
---|
295 | |
---|
296 | } |
---|
297 | |
---|
298 | if (hasLocalController()) |
---|
299 | { |
---|
300 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
---|
301 | Vector3 velocity = getVelocity(); |
---|
302 | Vector3 position = getPosition(); |
---|
303 | |
---|
304 | if (!predead_) |
---|
305 | velocity.y = 0; |
---|
306 | //If player falls in a hole |
---|
307 | if (position.z < -180) { |
---|
308 | dead_ = true; |
---|
309 | SOBGame->setDone(true); |
---|
310 | } |
---|
311 | |
---|
312 | |
---|
313 | if (dead_) { |
---|
314 | velocity.x = 0; |
---|
315 | velocity.z = 0; |
---|
316 | setVelocity(velocity); |
---|
317 | |
---|
318 | if (firePressed_) |
---|
319 | SOBGame->restart(); |
---|
320 | return; |
---|
321 | } |
---|
322 | |
---|
323 | |
---|
324 | int maxvelocity_x = 100; |
---|
325 | int speedAddedPerTick = 5; |
---|
326 | int camMaxOffset = 25; |
---|
327 | |
---|
328 | timeSinceLastFire_ += dt; |
---|
329 | lastSpeed_z = velocity.z; |
---|
330 | |
---|
331 | |
---|
332 | |
---|
333 | //Handle the rocket fire from the jetpack |
---|
334 | if (velocity.z > 40) |
---|
335 | particlespawner_->setVisible(true); |
---|
336 | else |
---|
337 | particlespawner_->setVisible(false); |
---|
338 | |
---|
339 | |
---|
340 | //If player hits space and collides against an object under him then jump |
---|
341 | if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) { |
---|
342 | gravityAcceleration_ = 350; |
---|
343 | velocity.z = 175; |
---|
344 | } |
---|
345 | |
---|
346 | |
---|
347 | //Left-right movement with acceleration and rotation |
---|
348 | float rot = getOrientation().getRoll().valueDegrees(); |
---|
349 | if (moveRightPressed_) { |
---|
350 | if (!(rot < 5.0 && -5.0 < rot)) |
---|
351 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); |
---|
352 | |
---|
353 | if (std::abs(velocity.x) < maxvelocity_x) { |
---|
354 | velocity.x += speedAddedPerTick; |
---|
355 | |
---|
356 | } |
---|
357 | } else if (moveLeftPressed_) { |
---|
358 | if (!(abs(rot) > 175.0 )) |
---|
359 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); |
---|
360 | |
---|
361 | |
---|
362 | |
---|
363 | if (std::abs(velocity.x) < maxvelocity_x) { |
---|
364 | velocity.x -= speedAddedPerTick; |
---|
365 | } |
---|
366 | } else { |
---|
367 | velocity.x /= 1.1; |
---|
368 | } |
---|
369 | |
---|
370 | //If moveUp pressed, fire a fireball |
---|
371 | if(moveUpPressed_ && inputAllowed) //if pressed up jump through tube if you are underground |
---|
372 | { |
---|
373 | Vector3 position1 = getPosition(); |
---|
374 | |
---|
375 | |
---|
376 | |
---|
377 | |
---|
378 | if(position1.z>=-100 && position1.z<=-40){ |
---|
379 | position1.z=40; |
---|
380 | if(460<=position1.x && position1.x<480){setPosition(position1);} //little hack works without this but first tube must be touched //position where second tube is |
---|
381 | if(positiontube_-10<=position1.x && position1.x<positiontube_+10){ //function for jumping through any SOBtube`s |
---|
382 | setPosition(position1);}} |
---|
383 | |
---|
384 | |
---|
385 | if((PowerUpCounter_ >= FireballPower) && fireallowed_){ |
---|
386 | spawnFireball(); |
---|
387 | |
---|
388 | fireallowed_ = false; |
---|
389 | firecooldown_ = 0;} |
---|
390 | } |
---|
391 | |
---|
392 | if(moveDownPressed_ && inputAllowed ){ //if movedownpressed change collisiontype of tube and slip through tube |
---|
393 | |
---|
394 | |
---|
395 | Vector3 position1 = getPosition(); |
---|
396 | |
---|
397 | |
---|
398 | |
---|
399 | |
---|
400 | if(tube != nullptr && !(tube->movedown)){ //Check if other Object is a tube |
---|
401 | |
---|
402 | if(positiontube_-10<position1.x && position1.x<positiontube_+10){ |
---|
403 | tube->movedown=true;} |
---|
404 | } |
---|
405 | |
---|
406 | } |
---|
407 | |
---|
408 | //Increase the firecooldown |
---|
409 | if(firecooldown_> 0.5) |
---|
410 | { |
---|
411 | fireallowed_ = true; |
---|
412 | } |
---|
413 | if(!fireallowed_) |
---|
414 | { |
---|
415 | firecooldown_ += dt; |
---|
416 | } |
---|
417 | |
---|
418 | //Again another EndOfLevel behavior |
---|
419 | if (reachedLvlEndState_ == 1) |
---|
420 | velocity.x = -2; |
---|
421 | if (reachedLvlEndState_ == 2) |
---|
422 | velocity.x = 30; |
---|
423 | if (reachedLvlEndState_ == 3) { |
---|
424 | velocity.x = 0; |
---|
425 | velocity.y = 20; |
---|
426 | setOrientation(Vector3::UNIT_Z, Degree(90)); |
---|
427 | } |
---|
428 | if (reachedLvlEndState_ == 4) { |
---|
429 | //Highscore |
---|
430 | if (Highscore::exists()) |
---|
431 | { |
---|
432 | int score = SOBGame->getPoints(); |
---|
433 | bool isHighScore = Highscore::getInstance().storeScore("Super Orxo Bros.", score, this->getPlayer()); |
---|
434 | SOBGame->newHighscore = isHighScore; |
---|
435 | } |
---|
436 | lvlEnded_ = true; |
---|
437 | dead_ = true; |
---|
438 | } |
---|
439 | |
---|
440 | //velocity = acc. * time |
---|
441 | velocity.z -= gravityAcceleration_*dt; |
---|
442 | setVelocity(velocity); |
---|
443 | |
---|
444 | |
---|
445 | //Camera operation - the camera should always follow the player in a specific region |
---|
446 | Camera* cam = getCamera(); |
---|
447 | Vector3 campos = cam->getPosition(); |
---|
448 | |
---|
449 | if (campos.x + camMaxOffset < position.x) { |
---|
450 | campos.x = position.x - camMaxOffset; |
---|
451 | cam->setPosition(campos); |
---|
452 | } |
---|
453 | if (campos.x - camMaxOffset > position.x) { |
---|
454 | campos.x = position.x + camMaxOffset; |
---|
455 | cam->setPosition(campos); |
---|
456 | } |
---|
457 | |
---|
458 | } |
---|
459 | |
---|
460 | // Reset key variables |
---|
461 | moveUpPressed_ = false; |
---|
462 | moveDownPressed_ = false; |
---|
463 | moveLeftPressed_ = false; |
---|
464 | moveRightPressed_ = false; |
---|
465 | |
---|
466 | |
---|
467 | isColliding_ = false; |
---|
468 | collDisZ_ = 0; |
---|
469 | |
---|
470 | } |
---|
471 | |
---|
472 | |
---|
473 | |
---|
474 | |
---|
475 | |
---|
476 | //The following functions read the input of the player and then set the bools for the movement |
---|
477 | void SOBFigure::moveFrontBack(const Vector2& value) |
---|
478 | { |
---|
479 | if (value.x > 0) |
---|
480 | { |
---|
481 | moveUpPressed_ = true; |
---|
482 | moveDownPressed_ = false; |
---|
483 | } |
---|
484 | else |
---|
485 | { |
---|
486 | moveUpPressed_ = false; |
---|
487 | moveDownPressed_ = true; |
---|
488 | } |
---|
489 | } |
---|
490 | |
---|
491 | void SOBFigure::moveRightLeft(const Vector2& value) |
---|
492 | { |
---|
493 | if (value.x > 0) |
---|
494 | { |
---|
495 | moveLeftPressed_ = false; |
---|
496 | moveRightPressed_ = true; |
---|
497 | } |
---|
498 | else |
---|
499 | { |
---|
500 | moveLeftPressed_ = true; |
---|
501 | moveRightPressed_ = false; |
---|
502 | } |
---|
503 | } |
---|
504 | |
---|
505 | void SOBFigure::boost(bool boost) |
---|
506 | { |
---|
507 | firePressed_ = boost; |
---|
508 | } |
---|
509 | |
---|
510 | |
---|
511 | |
---|
512 | // PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials |
---|
513 | // !!! PowerUpCounter_ has to be modified before changing the clothes!!! |
---|
514 | // POST: clothes of body of player are changed to name |
---|
515 | void SOBFigure::changeClothes(){ |
---|
516 | // clothes: white (basic), red (one PowerUp), orange (Fireball enabled) |
---|
517 | std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"}; |
---|
518 | |
---|
519 | std::set<WorldEntity*> attachedObjects = this->getAttachedObjects(); |
---|
520 | std::set<WorldEntity*>::iterator it; |
---|
521 | for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it) |
---|
522 | { |
---|
523 | Model* FiguresModel = orxonox_cast<Model*>(*it); |
---|
524 | if (FiguresModel != nullptr) |
---|
525 | { |
---|
526 | FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body |
---|
527 | } |
---|
528 | } |
---|
529 | } |
---|
530 | // PRE: |
---|
531 | // POST: Player jumps out of the game, game is finished and can be restarted. |
---|
532 | void SOBFigure::die(){ |
---|
533 | Vector3 vel = getVelocity(); |
---|
534 | vel.y = -80; |
---|
535 | vel.z = 200; |
---|
536 | setVelocity(vel); |
---|
537 | predead_= true; |
---|
538 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
---|
539 | SOBGame->setDone(true); |
---|
540 | } |
---|
541 | |
---|
542 | } |
---|