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 | /** |
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30 | @file PongBall.cc |
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31 | @brief Implementation of the PongBall class. |
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32 | */ |
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33 | |
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34 | #include "PongBall.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/GameMode.h" |
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38 | |
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39 | #include "gametypes/Gametype.h" |
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40 | |
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41 | #include "PongBat.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | CreateFactory(PongBall); |
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46 | |
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47 | const float PongBall::MAX_REL_Z_VELOCITY = 1.5; |
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48 | |
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49 | /** |
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50 | @brief |
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51 | Constructor. Registers and initializes the object. |
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52 | */ |
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53 | PongBall::PongBall(BaseObject* creator) |
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54 | : MovableEntity(creator) |
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55 | { |
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56 | RegisterObject(PongBall); |
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57 | |
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58 | this->speed_ = 0; |
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59 | this->accelerationFactor_ = 1.0f; |
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60 | this->bat_ = 0; |
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61 | this->bDeleteBats_ = false; |
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62 | this->batID_ = new unsigned int[2]; |
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63 | this->batID_[0] = OBJECTID_UNKNOWN; |
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64 | this->batID_[1] = OBJECTID_UNKNOWN; |
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65 | this->relMercyOffset_ = 0.05f; |
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66 | |
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67 | this->registerVariables(); |
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68 | } |
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69 | |
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70 | /** |
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71 | @brief |
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72 | Destructor. |
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73 | */ |
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74 | PongBall::~PongBall() |
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75 | { |
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76 | if (this->isInitialized()) |
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77 | { |
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78 | if (this->bDeleteBats_) |
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79 | delete[] this->bat_; |
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80 | |
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81 | delete[] this->batID_; |
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82 | } |
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83 | } |
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84 | |
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85 | /** |
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86 | @brief |
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87 | Register variables to synchronize over the network. |
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88 | */ |
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89 | void PongBall::registerVariables() |
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90 | { |
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91 | registerVariable( this->fieldWidth_ ); |
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92 | registerVariable( this->fieldHeight_ ); |
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93 | registerVariable( this->batlength_ ); |
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94 | registerVariable( this->speed_ ); |
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95 | registerVariable( this->relMercyOffset_ ); |
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96 | registerVariable( this->batID_[0] ); |
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97 | registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback<PongBall>( this, &PongBall::applyBats) ); |
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98 | } |
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99 | |
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100 | /** |
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101 | @brief |
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102 | Is called every tick. |
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103 | Handles the movement of the ball and its interaction with the boundaries and bats. |
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104 | @param dt |
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105 | The time since the last tick. |
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106 | */ |
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107 | void PongBall::tick(float dt) |
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108 | { |
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109 | SUPER(PongBall, tick, dt); |
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110 | |
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111 | // Get the current position, velocity and acceleration of the ball. |
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112 | Vector3 position = this->getPosition(); |
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113 | Vector3 velocity = this->getVelocity(); |
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114 | Vector3 acceleration = this->getAcceleration(); |
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115 | |
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116 | // If the ball has gone over the top or bottom boundary of the playing field (i.e. the ball has hit the top or bottom delimiters). |
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117 | if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2) |
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118 | { |
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119 | // Its velocity in z-direction is inverted (i.e. it bounces off). |
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120 | velocity.z = -velocity.z; |
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121 | // And its position is set as to not overstep the boundary it has just crossed. |
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122 | if (position.z > this->fieldHeight_ / 2) |
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123 | position.z = this->fieldHeight_ / 2; |
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124 | if (position.z < -this->fieldHeight_ / 2) |
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125 | position.z = -this->fieldHeight_ / 2; |
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126 | |
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127 | this->fireEvent(); |
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128 | } |
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129 | |
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130 | // If the ball has crossed the left or right boundary of the playing field (i.e. a player has just scored, if the bat isn't there to parry). |
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131 | if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2) |
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132 | { |
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133 | float distance = 0; |
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134 | |
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135 | if (this->bat_ != NULL) // If there are bats. |
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136 | { |
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137 | // If the right boundary has been crossed. |
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138 | if (position.x > this->fieldWidth_ / 2 && this->bat_[1] != NULL) |
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139 | { |
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140 | // Calculate the distance (in z-direction) between the ball and the center of the bat, weighted by half of the effective length of the bat (with additional 10%) |
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141 | distance = (position.z - this->bat_[1]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); |
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142 | if (fabs(distance) <= 1) // If the bat is there to parry. |
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143 | { |
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144 | // Set the ball to be exactly at the boundary. |
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145 | position.x = this->fieldWidth_ / 2; |
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146 | // Invert its velocity in x-direction (i.e. it bounces off). |
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147 | velocity.x = -velocity.x; |
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148 | // Adjust the velocity in the z-direction, depending on where the ball hit the bat. |
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149 | velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_; |
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150 | acceleration = this->bat_[1]->getVelocity() * this->accelerationFactor_ * -1; |
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151 | |
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152 | this->fireEvent(); |
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153 | } |
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154 | // If the left player scores. |
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155 | else if (GameMode::isMaster() && position.x > this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) |
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156 | { |
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157 | if (this->getGametype() && this->bat_[0]) |
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158 | { |
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159 | this->getGametype()->playerScored(this->bat_[0]->getPlayer()); |
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160 | return; |
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161 | } |
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162 | } |
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163 | } |
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164 | // If the left boundary has been crossed. |
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165 | else if (position.x < -this->fieldWidth_ / 2 && this->bat_[0] != NULL) |
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166 | { |
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167 | // Calculate the distance (in z-direction) between the ball and the center of the bat, weighted by half of the effective length of the bat (with additional 10%) |
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168 | distance = (position.z - this->bat_[0]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); |
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169 | if (fabs(distance) <= 1) // If the bat is there to parry. |
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170 | { |
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171 | // Set the ball to be exactly at the boundary. |
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172 | position.x = -this->fieldWidth_ / 2; |
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173 | // Invert its velocity in x-direction (i.e. it bounces off). |
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174 | velocity.x = -velocity.x; |
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175 | // Adjust the velocity in the z-direction, depending on where the ball hit the bat. |
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176 | velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_; |
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177 | acceleration = this->bat_[0]->getVelocity() * this->accelerationFactor_ * -1; |
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178 | |
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179 | this->fireEvent(); |
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180 | } |
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181 | // If the right player scores. |
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182 | else if (GameMode::isMaster() && position.x < -this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) |
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183 | { |
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184 | if (this->getGametype() && this->bat_[1]) |
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185 | { |
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186 | this->getGametype()->playerScored(this->bat_[1]->getPlayer()); |
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187 | return; |
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188 | } |
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189 | } |
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190 | } |
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191 | } |
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192 | } |
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193 | |
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194 | // Set the position, velocity and acceleration of the ball, if they have changed. |
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195 | if (acceleration != this->getAcceleration()) |
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196 | this->setAcceleration(acceleration); |
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197 | if (velocity != this->getVelocity()) |
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198 | this->setVelocity(velocity); |
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199 | if (position != this->getPosition()) |
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200 | this->setPosition(position); |
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201 | } |
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202 | |
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203 | /** |
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204 | @brief |
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205 | Set the speed of the ball (in x-direction). |
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206 | @param speed |
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207 | The speed to be set. |
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208 | */ |
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209 | void PongBall::setSpeed(float speed) |
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210 | { |
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211 | if (speed != this->speed_) // If the speed changes |
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212 | { |
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213 | this->speed_ = speed; |
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214 | |
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215 | // Set the speed in the direction of the balls current velocity. |
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216 | Vector3 velocity = this->getVelocity(); |
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217 | if (velocity.x != 0) |
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218 | velocity.x = sgn(velocity.x) * this->speed_; |
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219 | else // If the balls current velocity is zero, the speed is set in a random direction. |
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220 | velocity.x = this->speed_ * sgn(rnd(-1,1)); |
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221 | |
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222 | this->setVelocity(velocity); |
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223 | } |
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224 | } |
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225 | |
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226 | /** |
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227 | @brief |
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228 | Set the bats for the ball. |
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229 | @param bats |
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230 | An array (of size 2) of weak pointers, to be set as the new bats. |
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231 | */ |
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232 | void PongBall::setBats(WeakPtr<PongBat>* bats) |
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233 | { |
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234 | if (this->bDeleteBats_) // If there are already some bats, delete them. |
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235 | { |
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236 | delete[] this->bat_; |
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237 | this->bDeleteBats_ = false; |
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238 | } |
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239 | |
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240 | this->bat_ = bats; |
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241 | // Also store their object IDs, for synchronization. |
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242 | this->batID_[0] = this->bat_[0]->getObjectID(); |
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243 | this->batID_[1] = this->bat_[1]->getObjectID(); |
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244 | } |
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245 | |
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246 | /** |
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247 | @brief |
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248 | Get the bats over the network. |
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249 | */ |
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250 | void PongBall::applyBats() |
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251 | { |
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252 | // Make space for the bats, if they don't exist, yet. |
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253 | if (this->bat_ == NULL) |
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254 | { |
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255 | this->bat_ = new WeakPtr<PongBat>[2]; |
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256 | this->bDeleteBats_ = true; |
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257 | } |
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258 | |
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259 | if (this->batID_[0] != OBJECTID_UNKNOWN) |
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260 | this->bat_[0] = orxonox_cast<PongBat*>(Synchronisable::getSynchronisable(this->batID_[0])); |
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261 | if (this->batID_[1] != OBJECTID_UNKNOWN) |
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262 | this->bat_[1] = orxonox_cast<PongBat*>(Synchronisable::getSynchronisable(this->batID_[1])); |
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263 | } |
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264 | } |
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