| 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 | *      Sebastian Hirsch | 
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| 24 | *      Robin Jacobs | 
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| 25 | *   Co-authors: | 
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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 OrxyRoadShip.cc | 
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| 31 | @brief Implementation of the OrxyRoadShip class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "OrxyRoadShip.h" | 
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| 35 | #include "core/CoreIncludes.h" | 
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| 36 |  | 
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| 37 | namespace orxonox | 
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| 38 | { | 
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| 39 | RegisterClass(OrxyRoadShip); | 
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| 40 |  | 
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| 41 | OrxyRoadShip::OrxyRoadShip(Context* context) : SpaceShip(context) | 
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| 42 | { | 
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| 43 | RegisterObject(OrxyRoadShip); | 
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| 44 |  | 
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| 45 | speed = 830; | 
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| 46 | isFireing = false; | 
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| 47 | damping = 10; | 
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| 48 |  | 
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| 49 | // not sure if has to be zero? | 
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| 50 | lastTimeFront = 0; | 
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| 51 | lastTimeLeft = 0; | 
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| 52 | lastTime = 0; | 
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| 53 | steeredLeft = false; | 
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| 54 | steeredRight = false; | 
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| 55 | forward = false; | 
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| 56 | backward = false; | 
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| 57 | } | 
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| 58 |  | 
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| 59 | void OrxyRoadShip::tick(float dt) | 
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| 60 | { | 
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| 61 | //orxout(user_info) << "This is some cool output!" << endl; | 
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| 62 |  | 
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| 63 | Vector3 pos = getPosition(); | 
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| 64 | //Vector3 pos1 = getPosition(); | 
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| 65 |  | 
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| 66 | //Movement calculation | 
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| 67 | lastTimeFront += dt * damping; | 
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| 68 | lastTimeLeft += dt * damping; | 
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| 69 | lastTime += dt; | 
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| 70 |  | 
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| 71 |  | 
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| 72 | //velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); | 
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| 73 | //velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); | 
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| 74 |  | 
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| 75 | //Execute movement | 
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| 76 |  | 
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| 77 | if (this->hasLocalController()) | 
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| 78 | { | 
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| 79 | //float dist_y = velocity.y * dt; | 
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| 80 | //forward backwards movement | 
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| 81 | if(forward){ | 
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| 82 | if(velocity.y < 300){// Limit for max velocity | 
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| 83 | velocity.y += 30; | 
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| 84 | forward = false; | 
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| 85 | } | 
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| 86 |  | 
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| 87 |  | 
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| 88 | }else if(backward){ | 
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| 89 | if(velocity.y > 10){ | 
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| 90 | velocity.y -= 30; | 
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| 91 | }else { | 
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| 92 | velocity.y = 0; // Prevent players from going backwards | 
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| 93 | } | 
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| 94 | backward = false; | 
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| 95 |  | 
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| 96 | }else { | 
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| 97 | velocity.y = 0.9 * velocity.y;//reduce speed | 
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| 98 | } | 
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| 99 |  | 
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| 100 |  | 
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| 101 |  | 
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| 102 |  | 
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| 103 | //float dist_x = velocity.x * dt; | 
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| 104 | //if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) | 
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| 105 | //  posforeward += dist_y; | 
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| 106 | //else | 
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| 107 | //{ | 
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| 108 | //velocity.y = 0; | 
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| 109 | // restart if game ended | 
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| 110 | /* | 
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| 111 | if (getGame()) | 
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| 112 | if (getGame()->bEndGame) | 
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| 113 | { | 
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| 114 | getGame()->start(); | 
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| 115 | return; | 
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| 116 | }*/ | 
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| 117 | //} | 
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| 118 |  | 
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| 119 | //Left right steering | 
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| 120 |  | 
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| 121 | if(!steeredLeft&&!steeredRight){ | 
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| 122 | velocity.x = velocity.x *0.8; | 
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| 123 | } | 
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| 124 |  | 
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| 125 | if(steeredLeft){ | 
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| 126 | steeredLeft = false; | 
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| 127 | if(velocity.x<100){//if(!forward) Experimental for only allowing steering left and right when | 
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| 128 | velocity.x += 6; | 
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| 129 | steeredLeft = false; | 
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| 130 | } | 
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| 131 |  | 
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| 132 | }else if(steeredRight) { | 
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| 133 | steeredRight = false; | 
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| 134 | if(velocity.x>-100){ | 
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| 135 | velocity.x += -6; | 
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| 136 | steeredRight = false; | 
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| 137 | } | 
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| 138 | }else { | 
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| 139 | if(velocity.x < -2 || velocity.x > 2 ){ | 
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| 140 | velocity.x  = velocity.x *0.9; | 
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| 141 | }else{ | 
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| 142 | velocity.x += 0; | 
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| 143 | } | 
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| 144 |  | 
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| 145 | } | 
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| 146 |  | 
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| 147 | pos += Vector3(velocity.y, 0, velocity.x) * dt; | 
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| 148 |  | 
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| 149 | } | 
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| 150 |  | 
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| 151 |  | 
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| 152 |  | 
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| 153 | // Camera | 
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| 154 | Camera* camera = this->getCamera(); | 
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| 155 | if (camera != nullptr) | 
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| 156 | { | 
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| 157 | camera->setPosition(Vector3(0 ,50,50)); // try to get side/top view | 
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| 158 | //camera->setOrientation(Vector3(-1,-1,0), Degree(45)); | 
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| 159 | //camera->setOrientation(Vector3(-1,-1,-1), Degree(0)); | 
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| 160 | camera->setOrientation(Vector3::UNIT_Z, Degree(0)); | 
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| 161 | } | 
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| 162 |  | 
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| 163 |  | 
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| 164 |  | 
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| 165 | // bring back on track! | 
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| 166 | if(pos.y != 0) | 
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| 167 | { | 
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| 168 | pos.y = 0; | 
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| 169 | } | 
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| 170 |  | 
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| 171 | setPosition(pos); | 
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| 172 | setOrientation(Vector3::UNIT_Y, Degree(270)); | 
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| 173 |  | 
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| 174 | // Level up! | 
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| 175 | if (pos.x > 42000) | 
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| 176 | { | 
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| 177 | updateLevel(); | 
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| 178 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) | 
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| 179 | } | 
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| 180 |  | 
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| 181 | SUPER(OrxyRoadShip, tick, dt); | 
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| 182 | } | 
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| 183 |  | 
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| 184 | void OrxyRoadShip::updateLevel() | 
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| 185 | { | 
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| 186 | lastTime = 0; | 
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| 187 | if (getGame()) | 
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| 188 | getGame()->levelUp(); | 
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| 189 | } | 
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| 190 |  | 
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| 191 | void OrxyRoadShip::moveFrontBack(const Vector2& value) | 
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| 192 | { | 
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| 193 | this->steering_.z -= value.x ; | 
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| 194 | if(value.x > 0){ | 
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| 195 | forward  = true; | 
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| 196 | backward = false; | 
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| 197 | }else if(value.x < 0){ | 
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| 198 | forward = false; | 
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| 199 | backward = true; | 
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| 200 | } | 
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| 201 |  | 
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| 202 | //lastTimeFront = 0; | 
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| 203 | //desiredVelocity.y = value.y * speed * 42; | 
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| 204 |  | 
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| 205 | } | 
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| 206 |  | 
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| 207 | void OrxyRoadShip::moveRightLeft(const Vector2& value) | 
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| 208 | { | 
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| 209 | this->steering_.x += value.x; | 
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| 210 | if(value.x==-1){ | 
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| 211 | steeredLeft = false; | 
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| 212 | steeredRight = true; | 
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| 213 | //orxout(user_info) << "Steering RIGHT "<<steering_.x << endl; | 
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| 214 | }else { | 
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| 215 | steeredRight = false; | 
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| 216 | steeredLeft = true; | 
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| 217 | //orxout(user_info) << "Steering LEFT "<<steering_.x << endl; | 
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| 218 |  | 
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| 219 | } | 
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| 220 |  | 
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| 221 | //lastTimeLeft = 0; | 
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| 222 | //desiredVelocity.x = value.x * speed; | 
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| 223 | } | 
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| 224 | void OrxyRoadShip::boost(bool bBoost) | 
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| 225 | { | 
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| 226 | //bool boosting = bBoost; | 
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| 227 | } | 
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| 228 |  | 
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| 229 | inline bool OrxyRoadShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) | 
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| 230 | { | 
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| 231 |  | 
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| 232 | removeHealth(100); | 
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| 233 | this->death(); | 
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| 234 | return false; | 
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| 235 | } | 
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| 236 |  | 
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| 237 | OrxyRoad* OrxyRoadShip::getGame() | 
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| 238 | { | 
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| 239 | if (game == nullptr) | 
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| 240 | { | 
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| 241 | for (OrxyRoad* race : ObjectList<OrxyRoad>()) | 
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| 242 | { | 
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| 243 | game = race; | 
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| 244 | } | 
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| 245 | } | 
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| 246 | return game; | 
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| 247 | } | 
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| 248 |  | 
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| 249 | void OrxyRoadShip::death() | 
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| 250 | { | 
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| 251 | getGame()->costLife(); | 
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| 252 | SpaceShip::death(); | 
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| 253 | } | 
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| 254 | } | 
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