| [2825] | 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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| [8108] | 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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| [2825] | 34 | #include "PongBall.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| [2896] | 37 | #include "core/GameMode.h" |
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| [8108] | 38 | |
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| [5735] | 39 | #include "gametypes/Gametype.h" |
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| [8108] | 40 | |
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| [5725] | 41 | #include "PongBat.h" |
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| [2825] | 42 | |
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| 43 | namespace orxonox |
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| 44 | { |
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| [9667] | 45 | RegisterClass(PongBall); |
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| [2825] | 46 | |
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| [2885] | 47 | const float PongBall::MAX_REL_Z_VELOCITY = 1.5; |
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| 48 | |
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| [8108] | 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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| [9667] | 53 | PongBall::PongBall(Context* context) |
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| 54 | : MovableEntity(context) |
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| [2825] | 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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| [5929] | 59 | this->accelerationFactor_ = 1.0f; |
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| [2825] | 60 | this->bat_ = 0; |
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| [7885] | 61 | this->bDeleteBats_ = false; |
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| [3084] | 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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| [3196] | 65 | this->relMercyOffset_ = 0.05f; |
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| [3108] | 66 | |
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| [3084] | 67 | this->registerVariables(); |
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| [5929] | 68 | } |
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| [3108] | 69 | |
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| [8108] | 70 | /** |
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| 71 | @brief |
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| 72 | Destructor. |
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| 73 | */ |
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| [5929] | 74 | PongBall::~PongBall() |
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| 75 | { |
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| [7885] | 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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| [2825] | 83 | } |
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| [3108] | 84 | |
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| [8108] | 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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| [3084] | 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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| [3280] | 97 | registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback<PongBall>( this, &PongBall::applyBats) ); |
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| [3084] | 98 | } |
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| [2825] | 99 | |
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| [8108] | 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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| [2825] | 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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| [8108] | 111 | // Get the current position, velocity and acceleration of the ball. |
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| [5929] | 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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| [8108] | 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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| [5929] | 117 | if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2) |
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| [2825] | 118 | { |
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| [8108] | 119 | // Its velocity in z-direction is inverted (i.e. it bounces off). |
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| [5929] | 120 | velocity.z = -velocity.z; |
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| [8108] | 121 | // And its position is set as to not overstep the boundary it has just crossed. |
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| [5929] | 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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| [2825] | 126 | |
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| [5929] | 127 | this->fireEvent(); |
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| 128 | } |
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| [2825] | 129 | |
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| [8108] | 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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| [5929] | 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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| [2825] | 134 | |
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| [8108] | 135 | if (this->bat_ != NULL) // If there are bats. |
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| [2825] | 136 | { |
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| [8108] | 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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| [2825] | 139 | { |
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| [8108] | 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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| [5929] | 141 | distance = (position.z - this->bat_[1]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); |
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| [8108] | 142 | if (fabs(distance) <= 1) // If the bat is there to parry. |
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| [2825] | 143 | { |
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| [8108] | 144 | // Set the ball to be exactly at the boundary. |
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| [5929] | 145 | position.x = this->fieldWidth_ / 2; |
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| [8108] | 146 | // Invert its velocity in x-direction (i.e. it bounces off). |
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| [5929] | 147 | velocity.x = -velocity.x; |
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| [8108] | 148 | // Adjust the velocity in the z-direction, depending on where the ball hit the bat. |
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| [5929] | 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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| [6417] | 151 | |
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| [5929] | 152 | this->fireEvent(); |
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| 153 | } |
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| [8108] | 154 | // If the left player scores. |
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| [5929] | 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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| [2825] | 158 | { |
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| [5929] | 159 | this->getGametype()->playerScored(this->bat_[0]->getPlayer()); |
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| 160 | return; |
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| [2825] | 161 | } |
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| 162 | } |
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| [5929] | 163 | } |
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| [8108] | 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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| [5929] | 166 | { |
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| [8108] | 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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| [5929] | 168 | distance = (position.z - this->bat_[0]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); |
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| [8108] | 169 | if (fabs(distance) <= 1) // If the bat is there to parry. |
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| [2825] | 170 | { |
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| [8108] | 171 | // Set the ball to be exactly at the boundary. |
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| [5929] | 172 | position.x = -this->fieldWidth_ / 2; |
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| [8108] | 173 | // Invert its velocity in x-direction (i.e. it bounces off). |
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| [5929] | 174 | velocity.x = -velocity.x; |
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| [8108] | 175 | // Adjust the velocity in the z-direction, depending on where the ball hit the bat. |
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| [5929] | 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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| [8108] | 181 | // If the right player scores. |
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| [5929] | 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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| [2825] | 185 | { |
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| [5929] | 186 | this->getGametype()->playerScored(this->bat_[1]->getPlayer()); |
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| 187 | return; |
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| [2825] | 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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| [3084] | 193 | |
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| [8108] | 194 | // Set the position, velocity and acceleration of the ball, if they have changed. |
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| [5929] | 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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| [3084] | 198 | this->setVelocity(velocity); |
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| [5929] | 199 | if (position != this->getPosition()) |
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| [3084] | 200 | this->setPosition(position); |
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| [2825] | 201 | } |
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| 202 | |
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| [8108] | 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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| [2825] | 209 | void PongBall::setSpeed(float speed) |
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| 210 | { |
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| [8108] | 211 | if (speed != this->speed_) // If the speed changes |
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| [2825] | 212 | { |
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| 213 | this->speed_ = speed; |
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| 214 | |
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| [8108] | 215 | // Set the speed in the direction of the balls current velocity. |
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| [2825] | 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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| [8108] | 219 | else // If the balls current velocity is zero, the speed is set in a random direction. |
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| [2825] | 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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| [3196] | 225 | |
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| [8108] | 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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| [7852] | 232 | void PongBall::setBats(WeakPtr<PongBat>* bats) |
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| [3196] | 233 | { |
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| [8108] | 234 | if (this->bDeleteBats_) // If there are already some bats, delete them. |
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| [7885] | 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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| [3196] | 240 | this->bat_ = bats; |
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| [8108] | 241 | // Also store their object IDs, for synchronization. |
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| [3196] | 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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| [8108] | 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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| [3196] | 250 | void PongBall::applyBats() |
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| 251 | { |
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| [8108] | 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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| [7885] | 254 | { |
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| 255 | this->bat_ = new WeakPtr<PongBat>[2]; |
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| [7886] | 256 | this->bDeleteBats_ = true; |
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| [7885] | 257 | } |
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| 258 | |
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| [3196] | 259 | if (this->batID_[0] != OBJECTID_UNKNOWN) |
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| [3325] | 260 | this->bat_[0] = orxonox_cast<PongBat*>(Synchronisable::getSynchronisable(this->batID_[0])); |
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| [3196] | 261 | if (this->batID_[1] != OBJECTID_UNKNOWN) |
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| [3325] | 262 | this->bat_[1] = orxonox_cast<PongBat*>(Synchronisable::getSynchronisable(this->batID_[1])); |
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| [3196] | 263 | } |
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| [2825] | 264 | } |
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