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