| 1 | /*   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 2 | *                    > www.orxonox.net < | 
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| 3 | * | 
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| 4 | * | 
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| 5 | *   License notice: | 
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| 6 | * | 
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| 7 | *   This program is free software; you can redistribute it and/or | 
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| 8 | *   modify it under the terms of the GNU General Public License | 
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| 9 | *   as published by the Free Software Foundation; either version 2 | 
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| 10 | *   of the License, or (at your option) any later version. | 
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| 11 | * | 
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| 12 | *   This program is distributed in the hope that it will be useful, | 
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| 13 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 14 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 15 | *   GNU General Public License for more details. | 
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| 16 | * | 
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| 17 | *   You should have received a copy of the GNU General Public License | 
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| 18 | *   along with this program; if not, write to the Free Software | 
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| 19 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 20 | * | 
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| 21 | *   Author: | 
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| 22 | *      Viviane Yang | 
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| 23 | *   Co-authors: | 
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| 24 | *      ... | 
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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 | /** | 
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| 31 | @file Asteroids2DStone.cc | 
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| 32 |  | 
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| 33 | @brief Implementation of the Asteroids2DStone class. | 
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| 34 |  | 
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| 35 | TO DO: | 
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| 36 | - when to split? It does not work if you override kill() function...->damage() function? | 
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| 37 | */ | 
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| 38 |  | 
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| 39 | #include "Asteroids2DStone.h" | 
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| 40 | #include "Asteroids2D.h" | 
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| 41 | #include "Asteroids2DShip.h" | 
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| 42 | #include "core/CoreIncludes.h" | 
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| 43 | #include "util/Math.h" | 
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| 44 |  | 
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| 45 | namespace orxonox | 
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| 46 | { | 
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| 47 | RegisterClass(Asteroids2DStone); | 
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| 48 |  | 
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| 49 | Asteroids2DStone::Asteroids2DStone(Context* context) : Pawn(context) | 
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| 50 | { | 
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| 51 | RegisterObject(Asteroids2DStone); | 
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| 52 | this->size = rand()%3+1; | 
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| 53 | this->width = 1043; | 
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| 54 | this->height = 646; | 
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| 55 | this->setPosition(randomPosition(this->width, this->height)); | 
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| 56 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); | 
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| 57 | this->setVelocity(randomVelocity(MAX_SPEED)); | 
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| 58 | } | 
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| 59 |  | 
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| 60 | Asteroids2DStone::Asteroids2DStone(Context* c, int sze, Vector3 pos) : Pawn(c) | 
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| 61 | { | 
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| 62 | RegisterObject(Asteroids2DStone); | 
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| 63 | this->size = sze; | 
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| 64 | this->width = 1043; | 
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| 65 | this->height = 646; | 
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| 66 | this->setPosition(pos); | 
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| 67 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); | 
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| 68 | this->setVelocity(randomVelocity(MAX_SPEED)); | 
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| 69 | } | 
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| 70 |  | 
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| 71 | Vector3 Asteroids2DStone::randomPosition(float maxwidth, float maxheight) | 
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| 72 | { | 
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| 73 | Vector3 pos; | 
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| 74 | pos.x = rnd(-maxwidth/2, maxwidth/2); | 
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| 75 | pos.y = 0; | 
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| 76 | pos.z = rnd(-maxheight/2, maxheight/2); | 
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| 77 | return pos; | 
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| 78 | } | 
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| 79 |  | 
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| 80 | Vector3 Asteroids2DStone::randomVelocity(float maxspeed) | 
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| 81 | { | 
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| 82 | Vector3 vel; | 
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| 83 | vel.x = rnd(-maxspeed, maxspeed); | 
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| 84 | vel.y = 0; | 
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| 85 | vel.z = rnd(-maxspeed, maxspeed); | 
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| 86 | return vel; | 
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| 87 | } | 
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| 88 |  | 
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| 89 |  | 
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| 90 | void Asteroids2DStone::tick(float dt) | 
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| 91 | { | 
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| 92 | SUPER(Asteroids2DStone, tick, dt); | 
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| 93 | Vector3 pos = this->getPosition(); | 
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| 94 | Vector3 vel = this->getVelocity(); | 
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| 95 |  | 
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| 96 | //ensure that the stone bounces from the playing field borders | 
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| 97 | if(pos.x > width/2  || pos.x < -width/2)  vel.x = -vel.x; | 
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| 98 | if(pos.z > height/2 || pos.z < -height/2) vel.z = -vel.z; | 
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| 99 | this->setVelocity(vel); | 
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| 100 |  | 
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| 101 | //2D movement, position should always = 0 on y-axis | 
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| 102 | if(pos.y!=0) pos.y = 0; | 
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| 103 | this->setPosition(pos); | 
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| 104 | } | 
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| 105 |  | 
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| 106 | inline bool Asteroids2DStone::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) | 
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| 107 | { | 
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| 108 | if(orxonox_cast<Asteroids2DShip*>(otherObject)) | 
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| 109 | { | 
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| 110 | split(); | 
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| 111 | } | 
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| 112 | return false; | 
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| 113 | } | 
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| 114 |  | 
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| 115 | void Asteroids2DStone::damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs) | 
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| 116 | { | 
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| 117 | if (getGame() && orxonox_cast<Asteroids2DShip*>(originator) != nullptr) | 
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| 118 | getGame()->addPoints(100); | 
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| 119 | split(); | 
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| 120 | //Pawn::damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 121 | } | 
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| 122 |  | 
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| 123 | Asteroids2D* Asteroids2DStone::getGame() | 
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| 124 | { | 
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| 125 | if (game == nullptr) | 
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| 126 | { | 
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| 127 | for (Asteroids2D* asteroids : ObjectList<Asteroids2D>()) | 
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| 128 | game = asteroids; | 
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| 129 | } | 
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| 130 | return game; | 
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| 131 | } | 
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| 132 |  | 
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| 133 | void Asteroids2DStone::split() | 
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| 134 | { | 
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| 135 | //orxout() << "split" << endl; | 
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| 136 | if(size == 3) | 
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| 137 | { | 
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| 138 | Asteroids2DStone* newStone1 = new Asteroids2DStone(this->getContext(), 2, this->getPosition()); | 
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| 139 | newStone1->addTemplate("stone2"); | 
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| 140 | Asteroids2DStone* newStone2 = new Asteroids2DStone(this->getContext(), 2, this->getPosition()); | 
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| 141 | newStone2->addTemplate("stone2"); | 
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| 142 |  | 
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| 143 | }else if(size == 2){ | 
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| 144 |  | 
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| 145 |  | 
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| 146 | //Templates can be found in data/levels/templates/asteroidsAsteroids2D.oxt | 
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| 147 | Asteroids2DStone* newStone1 = new Asteroids2DStone(this->getContext(), 1, this->getPosition()); | 
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| 148 | newStone1->addTemplate("stone1"); | 
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| 149 | Asteroids2DStone* newStone2 = new Asteroids2DStone(this->getContext(), 1, this->getPosition()); | 
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| 150 | newStone2->addTemplate("stone1"); | 
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| 151 | } | 
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| 152 | this->death(); | 
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| 153 | } | 
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| 154 |  | 
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| 155 | } | 
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