| [9725] | 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 | *      Florian Zinggeler | 
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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 InvaderShip.cc | 
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|  | 31 | @brief Implementation of the InvaderShip class. | 
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|  | 32 | */ | 
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|  | 33 |  | 
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|  | 34 | #include "InvaderShip.h" | 
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|  | 35 |  | 
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|  | 36 | #include "core/CoreIncludes.h" | 
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|  | 37 | #include "core/XMLPort.h" | 
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| [9829] | 38 | #include "Invader.h" | 
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| [9725] | 39 |  | 
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|  | 40 | namespace orxonox | 
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|  | 41 | { | 
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|  | 42 | RegisterClass(InvaderShip); | 
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|  | 43 |  | 
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|  | 44 | InvaderShip::InvaderShip(Context* context) : SpaceShip(context) | 
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|  | 45 | { | 
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|  | 46 | RegisterObject(InvaderShip); | 
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|  | 47 |  | 
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|  | 48 | speed = 500; | 
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| [9744] | 49 | isFireing = false; | 
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| [9725] | 50 | damping = 10; | 
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|  | 51 | } | 
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|  | 52 |  | 
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|  | 53 | void InvaderShip::tick(float dt) | 
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|  | 54 | { | 
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| [9793] | 55 | Vector3 pos = getPosition(); | 
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| [9744] | 56 |  | 
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| [9793] | 57 | //Movement calculation | 
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| [9725] | 58 | lastTimeFront += dt * damping; | 
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|  | 59 | lastTimeLeft += dt * damping; | 
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| [9793] | 60 | lastTime += dt; | 
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|  | 61 |  | 
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| [9725] | 62 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); | 
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|  | 63 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); | 
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|  | 64 |  | 
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| [9793] | 65 | //Execute movement | 
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|  | 66 | if (this->hasLocalController()) | 
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|  | 67 | { | 
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|  | 68 | float dist_y = velocity.y * dt; | 
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| [9828] | 69 | float dist_x = velocity.x * dt; | 
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| [9793] | 70 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) | 
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|  | 71 | posforeward += dist_y; | 
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|  | 72 | else | 
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| [9884] | 73 | { | 
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| [9793] | 74 | velocity.y = 0; | 
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| [9884] | 75 | // restart if game ended | 
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|  | 76 | if (getGame()) | 
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|  | 77 | if (getGame()->bEndGame) | 
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|  | 78 | { | 
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|  | 79 | getGame()->start(); | 
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|  | 80 | return; | 
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|  | 81 | } | 
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|  | 82 | } | 
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| [9828] | 83 | if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) | 
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|  | 84 | velocity.x = 0; | 
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| [9793] | 85 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; | 
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|  | 86 | } | 
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|  | 87 |  | 
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| [9868] | 88 | // shoot! | 
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| [9725] | 89 | if (isFireing) | 
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|  | 90 | ControllableEntity::fire(0); | 
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|  | 91 |  | 
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| [9793] | 92 | // Camera | 
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| [9920] | 93 | WeakPtr<Camera> camera = this->getCamera(); | 
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| [9793] | 94 | if (camera != NULL) | 
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| [9777] | 95 | { | 
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| [9793] | 96 | camera->setPosition(Vector3(-pos.z, -posforeward, 0)); | 
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|  | 97 | camera->setOrientation(Vector3::UNIT_Z, Degree(90)); | 
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| [9777] | 98 | } | 
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| [9744] | 99 |  | 
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| [9793] | 100 |  | 
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|  | 101 |  | 
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|  | 102 | // bring back on track! | 
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|  | 103 | if(pos.y != 0) | 
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|  | 104 | pos.y = 0; | 
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| [9777] | 105 |  | 
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| [9793] | 106 | setPosition(pos); | 
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|  | 107 | setOrientation(Vector3::UNIT_Y, Degree(270)); | 
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| [9744] | 108 |  | 
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| [9793] | 109 | // Level up! | 
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| [9828] | 110 | if (pos.x > 42000) | 
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| [9793] | 111 | { | 
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|  | 112 | updateLevel(); | 
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| [9828] | 113 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) | 
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| [9793] | 114 | } | 
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| [9744] | 115 |  | 
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| [9725] | 116 | SUPER(InvaderShip, tick, dt); | 
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|  | 117 | } | 
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|  | 118 |  | 
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| [9793] | 119 | void InvaderShip::updateLevel() | 
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|  | 120 | { | 
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|  | 121 | lastTime = 0; | 
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| [9829] | 122 | if (getGame()) | 
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|  | 123 | getGame()->levelUp(); | 
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| [9793] | 124 | } | 
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| [9777] | 125 |  | 
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| [9725] | 126 | void InvaderShip::moveFrontBack(const Vector2& value) | 
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|  | 127 | { | 
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| [9793] | 128 | lastTimeLeft = 0; | 
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|  | 129 | desiredVelocity.x = -value.x * speed; | 
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| [9725] | 130 | } | 
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|  | 131 |  | 
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|  | 132 | void InvaderShip::moveRightLeft(const Vector2& value) | 
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|  | 133 | { | 
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| [9793] | 134 | lastTimeFront = 0; | 
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|  | 135 | desiredVelocity.y = value.y * speed * 42; | 
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| [9725] | 136 | } | 
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|  | 137 | void InvaderShip::boost(bool bBoost) | 
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|  | 138 | { | 
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|  | 139 | isFireing = bBoost; | 
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|  | 140 | } | 
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| [9828] | 141 | inline bool InvaderShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) | 
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|  | 142 | { | 
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|  | 143 | // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; | 
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|  | 144 | WeakPtr<InvaderEnemy> enemy = orxonox_cast<InvaderEnemy*>(otherObject); | 
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| [9874] | 145 | WeakPtr<Projectile> shot = orxonox_cast<Projectile*>(otherObject); | 
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| [9868] | 146 | // ensure that this gets only called once per enemy. | 
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| [9828] | 147 | if (enemy != NULL && lastEnemy != enemy) | 
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|  | 148 | { | 
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|  | 149 | lastEnemy = enemy; | 
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| [9868] | 150 |  | 
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| [9828] | 151 | removeHealth(20); | 
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| [9868] | 152 | if (getGame()) | 
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| [9828] | 153 | { | 
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| [9874] | 154 | getGame()->multiplier = 1; | 
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| [9828] | 155 | } | 
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|  | 156 | } | 
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| [9874] | 157 | // was shot, decrease multiplier | 
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|  | 158 | else if (shot != NULL  && lastShot != shot) | 
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|  | 159 | { | 
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|  | 160 | if (getGame() && orxonox_cast<InvaderEnemy*>(shot->getShooter()) != NULL) | 
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|  | 161 | { | 
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|  | 162 | if (getGame()->multiplier > 1) | 
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|  | 163 | { | 
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|  | 164 | lastShot = shot; | 
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|  | 165 | getGame()->multiplier -= 1; | 
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|  | 166 | } | 
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|  | 167 | } | 
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|  | 168 | } | 
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| [9828] | 169 | return false; | 
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|  | 170 | // SUPER(InvaderShip, collidesAgainst, otherObject, contactPoint); | 
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|  | 171 | } | 
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| [9829] | 172 |  | 
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|  | 173 | WeakPtr<Invader> InvaderShip::getGame() | 
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|  | 174 | { | 
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|  | 175 | if (game == NULL) | 
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|  | 176 | { | 
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|  | 177 | for (ObjectList<Invader>::iterator it = ObjectList<Invader>::begin(); it != ObjectList<Invader>::end(); ++it) | 
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|  | 178 | game = *it; | 
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|  | 179 | } | 
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|  | 180 | return game; | 
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|  | 181 | } | 
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| [9874] | 182 |  | 
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|  | 183 | void InvaderShip::death() | 
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|  | 184 | { | 
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|  | 185 | getGame()->costLife(); | 
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|  | 186 | SpaceShip::death(); | 
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|  | 187 | } | 
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| [9725] | 188 | } | 
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