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source: code/trunk/src/modules/pong/PongBall.cc @ 9870

Last change on this file since 9870 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

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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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file PongBall.cc
31    @brief Implementation of the PongBall class.
32*/
33
34#include "PongBall.h"
35
36#include "core/CoreIncludes.h"
37#include "core/GameMode.h"
38
39#include "gametypes/Gametype.h"
40
41#include "PongBat.h"
42
43namespace orxonox
44{
45    RegisterClass(PongBall);
46
47    const float PongBall::MAX_REL_Z_VELOCITY = 1.5;
48
49    /**
50    @brief
51        Constructor. Registers and initializes the object.
52    */
53    PongBall::PongBall(Context* context)
54        : MovableEntity(context)
55    {
56        RegisterObject(PongBall);
57
58        this->speed_ = 0;
59        this->accelerationFactor_ = 1.0f;
60        this->bat_ = 0;
61        this->bDeleteBats_ = false;
62        this->batID_ = new unsigned int[2];
63        this->batID_[0] = OBJECTID_UNKNOWN;
64        this->batID_[1] = OBJECTID_UNKNOWN;
65        this->relMercyOffset_ = 0.05f;
66
67        this->registerVariables();
68    }
69
70    /**
71    @brief
72        Destructor.
73    */
74    PongBall::~PongBall()
75    {
76        if (this->isInitialized())
77        {
78            if (this->bDeleteBats_)
79                delete[] this->bat_;
80
81            delete[] this->batID_;
82        }
83    }
84
85    /**
86    @brief
87        Register variables to synchronize over the network.
88    */
89    void PongBall::registerVariables()
90    {
91        registerVariable( this->fieldWidth_ );
92        registerVariable( this->fieldHeight_ );
93        registerVariable( this->batlength_ );
94        registerVariable( this->speed_ );
95        registerVariable( this->relMercyOffset_ );
96        registerVariable( this->batID_[0] );
97        registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback<PongBall>( this, &PongBall::applyBats) );
98    }
99
100    /**
101    @brief
102        Is called every tick.
103        Handles the movement of the ball and its interaction with the boundaries and bats.
104    @param dt
105        The time since the last tick.
106    */
107    void PongBall::tick(float dt)
108    {
109        SUPER(PongBall, tick, dt);
110
111        // Get the current position, velocity and acceleration of the ball.
112        Vector3 position = this->getPosition();
113        Vector3 velocity = this->getVelocity();
114        Vector3 acceleration = this->getAcceleration();
115
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).
117        if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2)
118        {
119            // Its velocity in z-direction is inverted (i.e. it bounces off).
120            velocity.z = -velocity.z;
121            // And its position is set as to not overstep the boundary it has just crossed.
122            if (position.z > this->fieldHeight_ / 2)
123                position.z = this->fieldHeight_ / 2;
124            if (position.z < -this->fieldHeight_ / 2)
125                position.z = -this->fieldHeight_ / 2;
126
127            this->fireEvent();
128        }
129
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).
131        if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2)
132        {
133            float distance = 0;
134
135            if (this->bat_ != NULL) // If there are bats.
136            {
137                // If the right boundary has been crossed.
138                if (position.x > this->fieldWidth_ / 2 && this->bat_[1] != NULL)
139                {
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%)
141                    distance = (position.z - this->bat_[1]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2);
142                    if (fabs(distance) <= 1) // If the bat is there to parry.
143                    {
144                        // Set the ball to be exactly at the boundary.
145                        position.x = this->fieldWidth_ / 2;
146                        // Invert its velocity in x-direction (i.e. it bounces off).
147                        velocity.x = -velocity.x;
148                        // Adjust the velocity in the z-direction, depending on where the ball hit the bat.
149                        velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_;
150                        acceleration = this->bat_[1]->getVelocity() * this->accelerationFactor_ * -1;
151
152                        this->fireEvent();
153                    }
154                    // If the left player scores.
155                    else if (GameMode::isMaster() && position.x > this->fieldWidth_ / 2 * (1 + this->relMercyOffset_))
156                    {
157                        if (this->getGametype() && this->bat_[0])
158                        {
159                            this->getGametype()->playerScored(this->bat_[0]->getPlayer());
160                            return;
161                        }
162                    }
163                }
164                // If the left boundary has been crossed.
165                else if (position.x < -this->fieldWidth_ / 2 && this->bat_[0] != NULL)
166                {
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%)
168                    distance = (position.z - this->bat_[0]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2);
169                    if (fabs(distance) <= 1) // If the bat is there to parry.
170                    {
171                        // Set the ball to be exactly at the boundary.
172                        position.x = -this->fieldWidth_ / 2;
173                        // Invert its velocity in x-direction (i.e. it bounces off).
174                        velocity.x = -velocity.x;
175                        // Adjust the velocity in the z-direction, depending on where the ball hit the bat.
176                        velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_;
177                        acceleration = this->bat_[0]->getVelocity() * this->accelerationFactor_ * -1;
178
179                        this->fireEvent();
180                    }
181                    // If the right player scores.
182                    else if (GameMode::isMaster() && position.x < -this->fieldWidth_ / 2 * (1 + this->relMercyOffset_))
183                    {
184                        if (this->getGametype() && this->bat_[1])
185                        {
186                            this->getGametype()->playerScored(this->bat_[1]->getPlayer());
187                            return;
188                        }
189                    }
190                }
191            }
192        }
193
194        // Set the position, velocity and acceleration of the ball, if they have changed.
195        if (acceleration != this->getAcceleration())
196            this->setAcceleration(acceleration);
197        if (velocity != this->getVelocity())
198            this->setVelocity(velocity);
199        if (position != this->getPosition())
200            this->setPosition(position);
201    }
202
203    /**
204    @brief
205        Set the speed of the ball (in x-direction).
206    @param speed
207        The speed to be set.
208    */
209    void PongBall::setSpeed(float speed)
210    {
211        if (speed != this->speed_) // If the speed changes
212        {
213            this->speed_ = speed;
214
215            // Set the speed in the direction of the balls current velocity.
216            Vector3 velocity = this->getVelocity();
217            if (velocity.x != 0)
218                velocity.x = sgn(velocity.x) * this->speed_;
219            else // If the balls current velocity is zero, the speed is set in a random direction.
220                velocity.x = this->speed_ * sgn(rnd(-1,1));
221
222            this->setVelocity(velocity);
223        }
224    }
225
226    /**
227    @brief
228        Set the bats for the ball.
229    @param bats
230        An array (of size 2) of weak pointers, to be set as the new bats.
231    */
232    void PongBall::setBats(WeakPtr<PongBat>* bats)
233    {
234        if (this->bDeleteBats_) // If there are already some bats, delete them.
235        {
236            delete[] this->bat_;
237            this->bDeleteBats_ = false;
238        }
239
240        this->bat_ = bats;
241        // Also store their object IDs, for synchronization.
242        this->batID_[0] = this->bat_[0]->getObjectID();
243        this->batID_[1] = this->bat_[1]->getObjectID();
244    }
245
246    /**
247    @brief
248        Get the bats over the network.
249    */
250    void PongBall::applyBats()
251    {
252        // Make space for the bats, if they don't exist, yet.
253        if (this->bat_ == NULL)
254        {
255            this->bat_ = new WeakPtr<PongBat>[2];
256            this->bDeleteBats_ = true;
257        }
258
259        if (this->batID_[0] != OBJECTID_UNKNOWN)
260            this->bat_[0] = orxonox_cast<PongBat*>(Synchronisable::getSynchronisable(this->batID_[0]));
261        if (this->batID_[1] != OBJECTID_UNKNOWN)
262            this->bat_[1] = orxonox_cast<PongBat*>(Synchronisable::getSynchronisable(this->batID_[1]));
263    }
264}
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