| 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 |  *      Julien Kindle | 
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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 SOBFigure.cc | 
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| 31 |     @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "SOBFigure.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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| 38 | #include "graphics/Model.h" | 
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| 39 | #include "graphics/Camera.h" | 
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| 40 | #include "graphics/ParticleSpawner.h" | 
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| 41 |  | 
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| 42 | #include "SOBMushroom.h" | 
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| 43 | #include "SOBGumba.h" | 
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| 44 | #include "SOB.h" | 
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| 45 | #include "SOBFlagstone.h" | 
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| 46 | #include "SOBCastlestone.h" | 
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| 47 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> | 
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| 48 |  | 
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| 49 | namespace orxonox | 
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| 50 | { | 
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| 51 |     RegisterClass(SOBFigure); | 
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| 52 |  | 
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| 53 |     SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) | 
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| 54 |     { | 
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| 55 |         RegisterObject(SOBFigure); | 
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| 56 |  | 
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| 57 |         // initialize variables | 
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| 58 |         gravityAcceleration_ = 350.0; | 
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| 59 |  | 
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| 60 |         //Vars for movement of player | 
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| 61 |         moveUpPressed_ = false; | 
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| 62 |         moveDownPressed_ = false; | 
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| 63 |         moveLeftPressed_ = false; | 
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| 64 |         moveDownPressed_ = false; | 
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| 65 |         firePressed_ = false; | 
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| 66 |         collDisZ_ = 0; | 
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| 67 |         //Times and turning | 
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| 68 |         timeSinceLastFire_ = 0.0; | 
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| 69 |         lastSpeed_z = 0.0; | 
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| 70 |         pitch_ = 0.0; | 
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| 71 |         timeCounter_ = 0; | 
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| 72 |  | 
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| 73 |         //Properties of player | 
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| 74 |         gotPowerUp_ = false; | 
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| 75 |         isColliding_ = true; | 
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| 76 |         particlespawner_ = NULL; | 
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| 77 |  | 
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| 78 |         //Properties of players life | 
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| 79 |         predead_ = false; | 
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| 80 |         dead_ = false; | 
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| 81 |         lvlEnded_ = false; | 
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| 82 |         reachedLvlEndState_ = 0; | 
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| 83 |  | 
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| 84 |          | 
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| 85 |         setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground | 
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| 86 |         this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed | 
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| 87 |     } | 
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| 88 |  | 
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| 89 |  | 
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| 90 |  | 
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| 91 |     bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { | 
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| 92 |  | 
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| 93 |         //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir | 
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| 94 |         isColliding_ = true; | 
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| 95 |         collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); | 
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| 96 |  | 
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| 97 |  | 
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| 98 |         //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr | 
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| 99 |         SOBMushroom* mush = orxonox_cast<SOBMushroom*>(otherObject); | 
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| 100 |         SOBGumba* gumba = orxonox_cast<SOBGumba*>(otherObject); | 
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| 101 |         SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*>(otherObject); | 
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| 102 |         SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*>(otherObject); | 
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| 103 |  | 
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| 104 |         //Check if otherObject is a powerup | 
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| 105 |         if (mush != nullptr && !(mush->hasCollided_)) { | 
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| 106 |             otherObject->destroyLater(); | 
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| 107 |             gotPowerUp_ = true; | 
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| 108 |             SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); //Get the Gametype | 
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| 109 |             SOBGame->addMushroom(); // Tell the gametype to increase points | 
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| 110 |             mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once | 
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| 111 |  | 
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| 112 |         //Check if otherObject is a Gumba (that walking enemies) | 
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| 113 |         } else if (gumba != nullptr && !(gumba->hasCollided_)) { | 
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| 114 |  | 
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| 115 |             //If player jumps on its head, kill it, else, kill the player | 
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| 116 |             if (getVelocity().z >= -20) { | 
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| 117 |               Vector3 vel = getVelocity(); | 
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| 118 |               vel.y = -80; | 
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| 119 |               vel.z = 200; | 
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| 120 |               setVelocity(vel); | 
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| 121 |               predead_=true;  | 
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| 122 |               SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 123 |               SOBGame->setDone(true); | 
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| 124 |  | 
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| 125 |           } else { | 
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| 126 |             gumba->destroyLater(); | 
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| 127 |             gumba->hasCollided_ = true; | 
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| 128 |             SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 129 |             SOBGame->addGumba(); | 
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| 130 |  | 
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| 131 |  | 
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| 132 |         } | 
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| 133 |     } | 
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| 134 |  | 
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| 135 |     //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone | 
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| 136 |     if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { | 
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| 137 |         flagstone->hasCollided_ = true; | 
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| 138 |         reachedLvlEndState_ = 1; | 
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| 139 |         SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 140 |         SOBGame->setDone(true); | 
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| 141 |         SOBGame->addPoints(flagstone->getPoints()); | 
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| 142 |          | 
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| 143 |  | 
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| 144 |     } | 
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| 145 |     if (castlestone != nullptr && !(castlestone->hasCollided_)) { | 
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| 146 |         castlestone->hasCollided_ = true; | 
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| 147 |         reachedLvlEndState_++; | 
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| 148 |  | 
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| 149 |     } | 
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| 150 |  | 
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| 151 |     return true; | 
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| 152 | } | 
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| 153 |  | 
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| 154 |  | 
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| 155 | //Self implemented sign function that returns either 1 or -1 (and never 0) | 
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| 156 | int SOBFigure::sgn(float x) { | 
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| 157 |     if (x < 0.0) return -1; | 
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| 158 |     return 1; | 
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| 159 | } | 
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| 160 |  | 
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| 161 | //For those of you who don't have an idea: the tick function is called about 50 times/sec | 
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| 162 | void SOBFigure::tick(float dt) | 
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| 163 | { | 
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| 164 |     SUPER(SOBFigure, tick, dt); | 
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| 165 |  | 
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| 166 |  | 
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| 167 |     bool inputAllowed = true; | 
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| 168 |  | 
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| 169 |     //the particle spawner that generates the fire from the backpack when pressed | 
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| 170 |     if (particlespawner_ == NULL) { | 
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| 171 |         for (WorldEntity* object : this->getAttachedObjects()) | 
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| 172 |         { | 
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| 173 |            if (object->isA(Class(ParticleSpawner))) | 
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| 174 |             particlespawner_ = object; | 
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| 175 |         } | 
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| 176 |     } | 
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| 177 |  | 
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| 178 |  | 
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| 179 |     //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle | 
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| 180 |     if (reachedLvlEndState_ != 0) { | 
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| 181 |         timeCounter_+= dt; | 
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| 182 |         inputAllowed = false; | 
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| 183 |     } | 
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| 184 |     if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { | 
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| 185 |         timeCounter_ = 0; | 
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| 186 |         reachedLvlEndState_ = 2; | 
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| 187 |     } | 
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| 188 |  | 
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| 189 |  | 
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| 190 |     //if input blocked, then cancel every movement operation | 
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| 191 |     if (!inputAllowed) { | 
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| 192 |         moveUpPressed_ = false; | 
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| 193 |         moveDownPressed_ = false; | 
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| 194 |         moveLeftPressed_ = false; | 
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| 195 |         moveRightPressed_ = false; | 
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| 196 |     } | 
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| 197 |  | 
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| 198 |     //set the gravityto standard 350 | 
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| 199 |     if (firePressed_ == false) { | 
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| 200 |         gravityAcceleration_ = 350.0; | 
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| 201 |  | 
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| 202 |     } | 
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| 203 |  | 
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| 204 |     if (hasLocalController()) | 
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| 205 |     { | 
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| 206 |         Vector3 velocity = getVelocity(); | 
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| 207 |         Vector3 position = getPosition(); | 
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| 208 |  | 
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| 209 |         if (!predead_) | 
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| 210 |             velocity.y = 0; | 
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| 211 |         //If player falls in a hole | 
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| 212 |         if (position.z < -100) { | 
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| 213 |             dead_ = true; | 
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| 214 |             SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 215 |             SOBGame->setDone(true); | 
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| 216 |         } | 
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| 217 |  | 
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| 218 |  | 
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| 219 |         if (dead_) { | 
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| 220 |             velocity.x = 0; | 
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| 221 |             velocity.z = 0; | 
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| 222 |             setVelocity(velocity); | 
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| 223 |             SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 224 |             if (firePressed_) | 
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| 225 |                 SOBGame->restart(); | 
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| 226 |             return; | 
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| 227 |         } | 
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| 228 |  | 
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| 229 |  | 
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| 230 |         int maxvelocity_x = 100; | 
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| 231 |         int speedAddedPerTick = 5; | 
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| 232 |         int camMaxOffset = 25; | 
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| 233 |  | 
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| 234 |         timeSinceLastFire_ += dt; | 
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| 235 |         lastSpeed_z = velocity.z; | 
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| 236 |  | 
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| 237 |  | 
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| 238 |  | 
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| 239 |         //Handle the rocket fire from the jetpack | 
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| 240 |         if (velocity.z > 40) | 
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| 241 |             particlespawner_->setVisible(true);  | 
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| 242 |         else | 
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| 243 |             particlespawner_->setVisible(false);  | 
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| 244 |  | 
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| 245 |  | 
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| 246 |         //If player hits space and collides against an object under him then jump | 
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| 247 |         if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 7.75 && collDisZ_ <+ 8.25)) { | 
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| 248 |             gravityAcceleration_ = 100.0; | 
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| 249 |             velocity.z = 110;  | 
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| 250 |         } | 
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| 251 |  | 
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| 252 |  | 
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| 253 |         //Left-right movement with acceleration and rotation | 
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| 254 |         float rot = getOrientation().getRoll().valueDegrees(); | 
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| 255 |         if (moveRightPressed_) { | 
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| 256 |             if (!(rot < 5.0 && -5.0 < rot)) | 
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| 257 |                 setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); | 
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| 258 |  | 
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| 259 |             if (std::abs(velocity.x) < maxvelocity_x) { | 
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| 260 |                 velocity.x += speedAddedPerTick; | 
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| 261 |  | 
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| 262 |             } | 
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| 263 |         } else if (moveLeftPressed_) { | 
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| 264 |             if (!(abs(rot) > 175.0 )) | 
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| 265 |                 setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); | 
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| 266 |  | 
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| 267 |  | 
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| 268 |  | 
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| 269 |             if (std::abs(velocity.x) < maxvelocity_x) { | 
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| 270 |                 velocity.x -= speedAddedPerTick; | 
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| 271 |             } | 
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| 272 |         } else { | 
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| 273 |             velocity.x /= 1.1; | 
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| 274 |         } | 
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| 275 |  | 
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| 276 |  | 
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| 277 |         //Again another EndOfLevel behavior | 
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| 278 |         if (reachedLvlEndState_ == 1) | 
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| 279 |             velocity.x = -2; | 
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| 280 |         if (reachedLvlEndState_ == 2) | 
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| 281 |             velocity.x = 30; | 
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| 282 |         if (reachedLvlEndState_ == 3) { | 
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| 283 |             velocity.x = 0; | 
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| 284 |             velocity.y = 20; | 
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| 285 |         } | 
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| 286 |         if (reachedLvlEndState_ == 4) { | 
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| 287 |             lvlEnded_ = true; | 
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| 288 |             dead_ = true; | 
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| 289 |         } | 
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| 290 |  | 
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| 291 |         //velocity = acc. * time | 
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| 292 |         velocity.z -= gravityAcceleration_*dt; | 
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| 293 |         setVelocity(velocity); | 
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| 294 |  | 
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| 295 |  | 
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| 296 |         //Camera operation - the camera should always follow the player in a specific region | 
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| 297 |         Camera* cam = getCamera(); | 
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| 298 |         Vector3 campos = cam->getPosition(); | 
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| 299 |  | 
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| 300 |         if (campos.x + camMaxOffset < position.x) { | 
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| 301 |             campos.x = position.x - camMaxOffset; | 
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| 302 |             cam->setPosition(campos); | 
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| 303 |         } | 
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| 304 |         if (campos.x - camMaxOffset > position.x) { | 
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| 305 |             campos.x = position.x + camMaxOffset; | 
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| 306 |             cam->setPosition(campos); | 
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| 307 |         } | 
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| 308 |  | 
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| 309 |  | 
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| 310 |  | 
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| 311 |  | 
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| 312 |     } | 
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| 313 |  | 
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| 314 |  | 
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| 315 |  | 
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| 316 |     // Reset key variables | 
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| 317 |     moveUpPressed_ = false; | 
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| 318 |     moveDownPressed_ = false; | 
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| 319 |     moveLeftPressed_ = false; | 
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| 320 |     moveRightPressed_ = false; | 
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| 321 |  | 
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| 322 |     isColliding_ = false; | 
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| 323 |     collDisZ_ = 0; | 
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| 324 |  | 
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| 325 | } | 
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| 326 |  | 
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| 327 |  | 
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| 328 |  | 
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| 329 |  | 
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| 330 |  | 
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| 331 | //The following functions read the input of the player and then set the bools for the movement | 
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| 332 | void SOBFigure::moveFrontBack(const Vector2& value) | 
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| 333 | { | 
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| 334 |     if (value.x > 0) | 
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| 335 |     { | 
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| 336 |         moveUpPressed_ = true; | 
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| 337 |         moveDownPressed_ = false; | 
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| 338 |     } | 
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| 339 |     else | 
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| 340 |     { | 
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| 341 |         moveUpPressed_ = false; | 
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| 342 |         moveDownPressed_ = true; | 
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| 343 |     } | 
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| 344 | } | 
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| 345 |  | 
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| 346 | void SOBFigure::moveRightLeft(const Vector2& value) | 
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| 347 | { | 
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| 348 |     if (value.x > 0) | 
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| 349 |     { | 
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| 350 |         moveLeftPressed_ = false; | 
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| 351 |         moveRightPressed_ = true; | 
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| 352 |     } | 
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| 353 |     else | 
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| 354 |     { | 
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| 355 |         moveLeftPressed_ = true; | 
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| 356 |         moveRightPressed_ = false; | 
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| 357 |     } | 
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| 358 | } | 
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| 359 |  | 
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| 360 | void SOBFigure::boost(bool boost) | 
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| 361 | { | 
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| 362 |     firePressed_ = boost; | 
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| 363 | } | 
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| 364 |  | 
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| 365 |  | 
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| 366 | } | 
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