| [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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| [11071] | 39 | #include "InvaderEnemy.h" | 
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|  | 40 | #include "graphics/Camera.h" | 
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|  | 41 | #include "weapons/projectiles/Projectile.h" | 
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| [9725] | 42 |  | 
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|  | 43 | namespace orxonox | 
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|  | 44 | { | 
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|  | 45 | RegisterClass(InvaderShip); | 
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|  | 46 |  | 
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|  | 47 | InvaderShip::InvaderShip(Context* context) : SpaceShip(context) | 
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|  | 48 | { | 
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|  | 49 | RegisterObject(InvaderShip); | 
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|  | 50 |  | 
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|  | 51 | speed = 500; | 
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| [9744] | 52 | isFireing = false; | 
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| [9725] | 53 | damping = 10; | 
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|  | 54 | } | 
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|  | 55 |  | 
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|  | 56 | void InvaderShip::tick(float dt) | 
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|  | 57 | { | 
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| [9793] | 58 | Vector3 pos = getPosition(); | 
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| [9744] | 59 |  | 
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| [9793] | 60 | //Movement calculation | 
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| [9725] | 61 | lastTimeFront += dt * damping; | 
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|  | 62 | lastTimeLeft += dt * damping; | 
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| [9793] | 63 | lastTime += dt; | 
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|  | 64 |  | 
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| [9725] | 65 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); | 
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|  | 66 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); | 
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|  | 67 |  | 
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| [9793] | 68 | //Execute movement | 
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|  | 69 | if (this->hasLocalController()) | 
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|  | 70 | { | 
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|  | 71 | float dist_y = velocity.y * dt; | 
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| [9828] | 72 | float dist_x = velocity.x * dt; | 
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| [9793] | 73 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) | 
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|  | 74 | posforeward += dist_y; | 
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|  | 75 | else | 
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| [9884] | 76 | { | 
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| [9793] | 77 | velocity.y = 0; | 
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| [9884] | 78 | // restart if game ended | 
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|  | 79 | if (getGame()) | 
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|  | 80 | if (getGame()->bEndGame) | 
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|  | 81 | { | 
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|  | 82 | getGame()->start(); | 
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|  | 83 | return; | 
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|  | 84 | } | 
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|  | 85 | } | 
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| [9828] | 86 | if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) | 
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|  | 87 | velocity.x = 0; | 
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| [9793] | 88 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; | 
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|  | 89 | } | 
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|  | 90 |  | 
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| [9868] | 91 | // shoot! | 
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| [9725] | 92 | if (isFireing) | 
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|  | 93 | ControllableEntity::fire(0); | 
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|  | 94 |  | 
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| [9793] | 95 | // Camera | 
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| [10624] | 96 | Camera* camera = this->getCamera(); | 
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| [11071] | 97 | if (camera != nullptr) | 
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| [9777] | 98 | { | 
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| [9793] | 99 | camera->setPosition(Vector3(-pos.z, -posforeward, 0)); | 
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|  | 100 | camera->setOrientation(Vector3::UNIT_Z, Degree(90)); | 
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| [9777] | 101 | } | 
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| [9744] | 102 |  | 
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| [9793] | 103 |  | 
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|  | 104 |  | 
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|  | 105 | // bring back on track! | 
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|  | 106 | if(pos.y != 0) | 
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|  | 107 | pos.y = 0; | 
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| [9777] | 108 |  | 
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| [9793] | 109 | setPosition(pos); | 
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|  | 110 | setOrientation(Vector3::UNIT_Y, Degree(270)); | 
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| [9744] | 111 |  | 
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| [9793] | 112 | // Level up! | 
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| [9828] | 113 | if (pos.x > 42000) | 
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| [9793] | 114 | { | 
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|  | 115 | updateLevel(); | 
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| [9828] | 116 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) | 
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| [9793] | 117 | } | 
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| [9744] | 118 |  | 
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| [9725] | 119 | SUPER(InvaderShip, tick, dt); | 
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|  | 120 | } | 
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|  | 121 |  | 
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| [9793] | 122 | void InvaderShip::updateLevel() | 
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|  | 123 | { | 
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|  | 124 | lastTime = 0; | 
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| [9829] | 125 | if (getGame()) | 
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|  | 126 | getGame()->levelUp(); | 
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| [9793] | 127 | } | 
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| [9777] | 128 |  | 
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| [9725] | 129 | void InvaderShip::moveFrontBack(const Vector2& value) | 
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|  | 130 | { | 
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| [9793] | 131 | lastTimeLeft = 0; | 
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|  | 132 | desiredVelocity.x = -value.x * speed; | 
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| [9725] | 133 | } | 
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|  | 134 |  | 
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|  | 135 | void InvaderShip::moveRightLeft(const Vector2& value) | 
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|  | 136 | { | 
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| [9793] | 137 | lastTimeFront = 0; | 
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|  | 138 | desiredVelocity.y = value.y * speed * 42; | 
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| [9725] | 139 | } | 
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|  | 140 | void InvaderShip::boost(bool bBoost) | 
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|  | 141 | { | 
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|  | 142 | isFireing = bBoost; | 
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|  | 143 | } | 
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| [11071] | 144 | void InvaderShip::rotateRoll(const Vector2& value) | 
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| [9828] | 145 | { | 
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| [11071] | 146 | if (getGame()) | 
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|  | 147 | if (getGame()->bEndGame) | 
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|  | 148 | getGame()->end(); | 
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|  | 149 | } | 
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|  | 150 | inline bool InvaderShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) | 
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|  | 151 | { | 
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| [9828] | 152 | // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; | 
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| [10624] | 153 | InvaderEnemy* enemy = orxonox_cast<InvaderEnemy*>(otherObject); | 
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|  | 154 | Projectile* shot = orxonox_cast<Projectile*>(otherObject); | 
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| [9868] | 155 | // ensure that this gets only called once per enemy. | 
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| [11071] | 156 | if (enemy != nullptr && lastEnemy != enemy) | 
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| [9828] | 157 | { | 
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|  | 158 | lastEnemy = enemy; | 
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| [9868] | 159 |  | 
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| [9828] | 160 | removeHealth(20); | 
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| [9868] | 161 | if (getGame()) | 
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| [9828] | 162 | { | 
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| [9874] | 163 | getGame()->multiplier = 1; | 
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| [9828] | 164 | } | 
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|  | 165 | } | 
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| [9874] | 166 | // was shot, decrease multiplier | 
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| [11071] | 167 | else if (shot != nullptr  && lastShot != shot) | 
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| [9874] | 168 | { | 
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| [11071] | 169 | if (getGame() && orxonox_cast<InvaderEnemy*>(shot->getShooter()) != nullptr) | 
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| [9874] | 170 | { | 
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|  | 171 | if (getGame()->multiplier > 1) | 
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|  | 172 | { | 
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|  | 173 | lastShot = shot; | 
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|  | 174 | getGame()->multiplier -= 1; | 
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|  | 175 | } | 
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|  | 176 | } | 
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|  | 177 | } | 
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| [9828] | 178 | return false; | 
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|  | 179 | // SUPER(InvaderShip, collidesAgainst, otherObject, contactPoint); | 
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|  | 180 | } | 
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| [9829] | 181 |  | 
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| [10624] | 182 | Invader* InvaderShip::getGame() | 
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| [9829] | 183 | { | 
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| [11071] | 184 | if (game == nullptr) | 
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| [9829] | 185 | { | 
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| [11071] | 186 | for (Invader* invader : ObjectList<Invader>()) | 
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|  | 187 | game = invader; | 
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| [9829] | 188 | } | 
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|  | 189 | return game; | 
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|  | 190 | } | 
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| [9874] | 191 |  | 
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|  | 192 | void InvaderShip::death() | 
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|  | 193 | { | 
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|  | 194 | getGame()->costLife(); | 
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|  | 195 | SpaceShip::death(); | 
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|  | 196 | } | 
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| [9725] | 197 | } | 
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