/* * 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: * ... * */ /** @file JumpPlatform.cc @brief Implementation of the JumpPlatform class. */ #include "JumpPlatform.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "graphics/Model.h" #include "gametypes/Gametype.h" #include "JumpFigure.h" #include "sound/WorldSound.h" #include "core/XMLPort.h" namespace orxonox { RegisterClass(JumpPlatform); const float JumpPlatform::MAX_REL_Z_VELOCITY = 1.5; /** @brief Constructor. Registers and initializes the object. */ JumpPlatform::JumpPlatform(Context* context) : MovableEntity(context) { RegisterObject(JumpPlatform); this->figure_ = 0; //initialize sound if (GameMode::isMaster()) { this->defScoreSound_ = new WorldSound(this->getContext()); this->defScoreSound_->setVolume(1.0f); this->defBatSound_ = new WorldSound(this->getContext()); this->defBatSound_->setVolume(0.4f); this->defBoundarySound_ = new WorldSound(this->getContext()); this->defBoundarySound_->setVolume(0.5f); } else { this->defScoreSound_ = 0; this->defBatSound_ = 0; this->defBoundarySound_ = 0; } this->setPosition(Vector3(0,0,0)); this->setVelocity(Vector3(0,0,0)); this->setAcceleration(Vector3(0,0,0)); } /** @brief Destructor. */ JumpPlatform::~JumpPlatform() { /*if (this->isInitialized()) { if (this->bDeleteBats_) delete this->figure_; delete[] this->batID_; }*/ } //xml port for loading sounds void JumpPlatform::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(JumpPlatform, XMLPort, xmlelement, mode); XMLPortParam(JumpPlatform, "defScoreSound", setDefScoreSound, getDefScoreSound, xmlelement, mode); XMLPortParam(JumpPlatform, "defBatSound", setDefBatSound, getDefBatSound, xmlelement, mode); XMLPortParam(JumpPlatform, "defBoundarySound", setDefBoundarySound, getDefBoundarySound, xmlelement, mode); } /** @brief Is called every tick. Handles the movement of the ball and its interaction with the boundaries and bats. @param dt The time since the last tick. */ void JumpPlatform::tick(float dt) { SUPER(JumpPlatform, tick, dt); Vector3 platformPosition = this->getPosition(); if (figure_ != NULL) { Vector3 figurePosition = figure_->getPosition(); Vector3 figureVelocity = figure_->getVelocity(); if(figureVelocity.z < 0 && figurePosition.x > platformPosition.x-10 && figurePosition.x < platformPosition.x+10 && figurePosition.z > platformPosition.z-4 && figurePosition.z < platformPosition.z+4) { touchFigure(); } } /* // 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). if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2) { defBoundarySound_->play(); //play boundary sound // Its velocity in z-direction is inverted (i.e. it bounces off). velocity.z = -velocity.z; // And its position is set as to not overstep the boundary it has just crossed. if (position.z > this->fieldHeight_ / 2) position.z = this->fieldHeight_ / 2; if (position.z < -this->fieldHeight_ / 2) position.z = -this->fieldHeight_ / 2; this->fireEvent(); } // 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). if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2) { float distance = 0; if (this->bat_ != NULL) // If there are bats. { // If the right boundary has been crossed. if (position.x > this->fieldWidth_ / 2 && this->bat_[1] != NULL) { // 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%) distance = (position.z - this->bat_[1]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); if (fabs(distance) <= 1) // If the bat is there to parry. { defBatSound_->play(); //play bat sound // Set the ball to be exactly at the boundary. position.x = this->fieldWidth_ / 2; // Invert its velocity in x-direction (i.e. it bounces off). velocity.x = -velocity.x; // Adjust the velocity in the z-direction, depending on where the ball hit the bat. velocity.z = distance * distance * sgn(distance) * JumpPlatform::MAX_REL_Z_VELOCITY * this->speed_; acceleration = this->bat_[1]->getVelocity() * this->accelerationFactor_ * -1; this->fireEvent(); } // If the left player scores. else if (GameMode::isMaster() && position.x > this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) { defScoreSound_->play();//play score sound if (this->getGametype() && this->bat_[0]) { this->getGametype()->playerScored(this->bat_[0]->getPlayer()); return; } } } // If the left boundary has been crossed. else if (position.x < -this->fieldWidth_ / 2 && this->bat_[0] != NULL) { // 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%) distance = (position.z - this->figure_->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); if (fabs(distance) <= 1) // If the bat is there to parry. { defBatSound_->play(); //play bat sound // Set the ball to be exactly at the boundary. position.x = -this->fieldWidth_ / 2; // Invert its velocity in x-direction (i.e. it bounces off). velocity.x = -velocity.x; // Adjust the velocity in the z-direction, depending on where the ball hit the bat. velocity.z = distance * distance * sgn(distance) * JumpPlatform::MAX_REL_Z_VELOCITY * this->speed_; acceleration = this->bat_[0]->getVelocity() * this->accelerationFactor_ * -1; this->fireEvent(); } // If the right player scores. else if (GameMode::isMaster() && position.x < -this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) { defScoreSound_->play();//play score sound if (this->getGametype() && this->bat_[1]) { this->getGametype()->playerScored(this->bat_[1]->getPlayer()); return; } } } } } */ } /** @brief Set the bats for the ball. @param bats An array (of size 2) of weak pointers, to be set as the new bats. */ void JumpPlatform::setFigure(WeakPtr newFigure) { figure_ = newFigure; } void JumpPlatform::accelerateFigure() { figure_->JumpFromPlatform(this); } void JumpPlatform::touchFigure() { } void JumpPlatform::setDefScoreSound(const std::string &jumpSound) { if( defScoreSound_ ) defScoreSound_->setSource(jumpSound); else assert(0); // This should never happen, because soundpointer is only available on master } const std::string& JumpPlatform::getDefScoreSound() { if( defScoreSound_ ) return defScoreSound_->getSource(); else assert(0); return BLANKSTRING; } void JumpPlatform::setDefBatSound(const std::string &jumpSound) { if( defBatSound_ ) defBatSound_->setSource(jumpSound); else assert(0); // This should never happen, because soundpointer is only available on master } const std::string& JumpPlatform::getDefBatSound() { if( defBatSound_ ) return defBatSound_->getSource(); else assert(0); return BLANKSTRING; } void JumpPlatform::setDefBoundarySound(const std::string &jumpSound) { if( defBoundarySound_ ) defBoundarySound_->setSource(jumpSound); else assert(0); // This should never happen, because soundpointer is only available on master } const std::string& JumpPlatform::getDefBoundarySound() { if( defBoundarySound_ ) return defBoundarySound_->getSource(); else assert(0); return BLANKSTRING; } }