| [11623] | 1 | /* | 
|---|
 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
 | 3 |  *                    > www.orxonox.net < | 
|---|
 | 4 |  * | 
|---|
 | 5 |  * | 
|---|
 | 6 |  *   License notice: | 
|---|
 | 7 |  * | 
|---|
 | 8 |  *   This program is free software; you can redistribute it and/or | 
|---|
 | 9 |  *   modify it under the terms of the GNU General Public License | 
|---|
 | 10 |  *   as published by the Free Software Foundation; either version 2 | 
|---|
 | 11 |  *   of the License, or (at your option) any later version. | 
|---|
 | 12 |  * | 
|---|
 | 13 |  *   This program is distributed in the hope that it will be useful, | 
|---|
 | 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
 | 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
 | 16 |  *   GNU General Public License for more details. | 
|---|
 | 17 |  * | 
|---|
 | 18 |  *   You should have received a copy of the GNU General Public License | 
|---|
 | 19 |  *   along with this program; if not, write to the Free Software | 
|---|
 | 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
 | 21 |  * | 
|---|
 | 22 |  *   Author: | 
|---|
 | 23 |  *      Noah Zarro | 
|---|
 | 24 |  *      Theo von Arx | 
|---|
 | 25 |  *   Co-authors: | 
|---|
 | 26 |  *       | 
|---|
 | 27 |  * | 
|---|
 | 28 |  */ | 
|---|
 | 29 |  | 
|---|
 | 30 | /** | 
|---|
 | 31 |     @file SOBGumbaBoss.cc | 
|---|
| [11647] | 32 |     @brief A Boss Gumba, which shoots small Gumbas | 
|---|
| [11650] | 33 | **/ | 
|---|
| [11623] | 34 |  | 
|---|
 | 35 | #include "SOB.h" | 
|---|
 | 36 | #include "SOBGumba.h" | 
|---|
 | 37 | #include "SOBGumbaBoss.h" | 
|---|
 | 38 | #include "SOBFireball.h" | 
|---|
 | 39 | #include "SOBFigure.h" | 
|---|
 | 40 |  | 
|---|
 | 41 | #include "core/CoreIncludes.h" | 
|---|
 | 42 | #include "core/XMLPort.h" | 
|---|
 | 43 | #include "util/Output.h" | 
|---|
 | 44 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> | 
|---|
 | 45 |  | 
|---|
 | 46 |  | 
|---|
 | 47 |  | 
|---|
 | 48 | namespace orxonox | 
|---|
 | 49 | { | 
|---|
 | 50 |     RegisterClass(SOBGumbaBoss); | 
|---|
 | 51 |  | 
|---|
 | 52 |     SOBGumbaBoss::SOBGumbaBoss(Context* context) : SOBGumba(context) | 
|---|
 | 53 |     { | 
|---|
 | 54 |         RegisterObject(SOBGumbaBoss); | 
|---|
 | 55 |  | 
|---|
| [11654] | 56 |         gumbaMaxTime_   = 1;  // time after which a Gumba is shot | 
|---|
 | 57 |         gumbaTime_      = 0;  // time since last gumba was shot | 
|---|
 | 58 |         maxGumbas_      = 50; // Max Gumbas spawnable by a Boss | 
|---|
 | 59 |         jumpTimeMax_    = 5;  // time after which the gumba boss jumps | 
|---|
 | 60 |         jumpTime_       = 0;  // time since last jump of gumba boss | 
|---|
| [11623] | 61 |          | 
|---|
 | 62 |     } | 
|---|
 | 63 |  | 
|---|
| [11654] | 64 |     // PRE: otherObject collides with this. | 
|---|
 | 65 |     // POST: collision is handled: velocity changed, small gumbas murdered | 
|---|
| [11623] | 66 |     bool SOBGumbaBoss::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { | 
|---|
 | 67 |  | 
|---|
| [11650] | 68 |         SOBGumba*       gumba       = orxonox_cast<SOBGumba*>(otherObject); | 
|---|
 | 69 |         SOBGumbaBoss*   gumbaBoss   = orxonox_cast<SOBGumbaBoss*>(otherObject); | 
|---|
 | 70 |  | 
|---|
| [11654] | 71 |         // if boss collides with small gumbas, destroy them. | 
|---|
| [11650] | 72 |         if (gumba != nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) { | 
|---|
| [11654] | 73 |             gumba->die(); | 
|---|
| [11650] | 74 |         } | 
|---|
 | 75 |  | 
|---|
 | 76 |  | 
|---|
| [11623] | 77 |         //Every object with mass -1 does not change the direction of the GumbaBoss. For example the ground floor! The other objects switch the direction of the GumbaBoss. | 
|---|
| [11650] | 78 |         else if (changeAllowed_ && otherObject->getMass() != -1) { | 
|---|
| [11623] | 79 |             goesRight_ = !goesRight_; | 
|---|
 | 80 |             changeAllowed_ = false; | 
|---|
 | 81 |         } | 
|---|
 | 82 |  | 
|---|
 | 83 |         return true; | 
|---|
 | 84 |     } | 
|---|
 | 85 |  | 
|---|
 | 86 |  | 
|---|
 | 87 |  | 
|---|
| [11654] | 88 |     // POST: done what was to do in a time dt | 
|---|
| [11623] | 89 |     void SOBGumbaBoss::tick(float dt) | 
|---|
 | 90 |     { | 
|---|
 | 91 |         SUPER(SOBGumbaBoss, tick, dt); | 
|---|
| [11654] | 92 |  | 
|---|
 | 93 |         // increase timers: | 
|---|
| [11650] | 94 |         gumbaTime_ += dt; | 
|---|
 | 95 |         jumpTime_  += dt;  | 
|---|
| [11623] | 96 |  | 
|---|
| [11654] | 97 |         // set y-component of position of gumba boss to 0, so he doesn't fall in to the nothing | 
|---|
 | 98 |         Vector3 position = getPosition(); | 
|---|
 | 99 |         position.y = 0; | 
|---|
 | 100 |         setPosition(position); | 
|---|
 | 101 |  | 
|---|
 | 102 |  | 
|---|
| [11623] | 103 |         if (!changeAllowed_) { | 
|---|
 | 104 |             changedOn_+= dt; | 
|---|
 | 105 |             // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions! | 
|---|
 | 106 |             if (changedOn_> 0.200) { | 
|---|
 | 107 |                 changeAllowed_ = true; | 
|---|
 | 108 |                 changedOn_ = 0.0; | 
|---|
 | 109 |  | 
|---|
 | 110 |             } | 
|---|
 | 111 |         } | 
|---|
 | 112 |      | 
|---|
 | 113 |  | 
|---|
| [11632] | 114 |         if(gumbaTime_ > gumbaMaxTime_){ //Spawn Gumba | 
|---|
 | 115 |             int gumbaCounter=0; | 
|---|
 | 116 |  | 
|---|
 | 117 |             for (SOBGumba*  gumbaInstance : ObjectList<SOBGumba>()) | 
|---|
 | 118 |             { | 
|---|
 | 119 |                 if (gumbaInstance != nullptr && gumbaInstance->creator_==this) | 
|---|
 | 120 |                 { | 
|---|
 | 121 |                     gumbaCounter++; | 
|---|
 | 122 |                 } | 
|---|
 | 123 |             }  | 
|---|
 | 124 |  | 
|---|
 | 125 |  | 
|---|
| [11650] | 126 |             if(gumbaCounter<maxGumbas_){    //only maxGumbas are allowed at one time per Gumbaboss | 
|---|
| [11632] | 127 |                 spawnGumba(); | 
|---|
 | 128 |                 gumbaTime_ = 0; | 
|---|
 | 129 |             } | 
|---|
| [11623] | 130 |         } | 
|---|
 | 131 |  | 
|---|
 | 132 |         int dir = 1; | 
|---|
 | 133 |         if (!goesRight_) | 
|---|
 | 134 |             dir = -1; | 
|---|
 | 135 |  | 
|---|
| [11654] | 136 |         //  | 
|---|
 | 137 |         if(getPosition().x < 1640) | 
|---|
 | 138 |             dir = 1; | 
|---|
 | 139 |         else if (getPosition().x > 1750) | 
|---|
 | 140 |             dir = -1; | 
|---|
 | 141 |  | 
|---|
 | 142 |         //change velocity | 
|---|
 | 143 |         Vector3 velocity = getVelocity(); | 
|---|
 | 144 |         if(jumpTime_ > jumpTimeMax_){ // jump if the time has come. | 
|---|
| [11650] | 145 |             velocity.z = speed_*15; | 
|---|
 | 146 |             jumpTime_ = 0; | 
|---|
 | 147 |         } | 
|---|
| [11654] | 148 |         else{ | 
|---|
| [11650] | 149 |             velocity.z -= gravityAcceleration_*dt; | 
|---|
 | 150 |         } | 
|---|
| [11623] | 151 |         velocity.x = dir*speed_; | 
|---|
 | 152 |         setVelocity(velocity); | 
|---|
 | 153 |  | 
|---|
 | 154 |     } | 
|---|
| [11654] | 155 |  | 
|---|
 | 156 |     // spawn gumbas | 
|---|
| [11629] | 157 |     void SOBGumbaBoss::spawnGumba() { | 
|---|
| [11623] | 158 |         SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; | 
|---|
 | 159 |  | 
|---|
| [11629] | 160 |          SOBGumba* gumba = new SOBGumba(center_->getContext()); | 
|---|
| [11623] | 161 |          Vector3 spawnpos = this->getWorldPosition(); | 
|---|
| [11632] | 162 |          gumba->creator_=this; | 
|---|
| [11623] | 163 |  | 
|---|
| [11654] | 164 |          // we can shoot a gumba! | 
|---|
| [11629] | 165 |         if (gumba != nullptr && center_ != nullptr) | 
|---|
| [11623] | 166 |         { | 
|---|
| [11629] | 167 |             gumba->addTemplate("gumbaShootable"); | 
|---|
| [11650] | 168 |             gumba->setDirection(goesRight_); | 
|---|
 | 169 |             if(goesRight_) | 
|---|
| [11623] | 170 |             { | 
|---|
| [11629] | 171 |                 spawnpos.x+=20; | 
|---|
| [11623] | 172 |             } | 
|---|
 | 173 |             else | 
|---|
 | 174 |             { | 
|---|
| [11629] | 175 |                 spawnpos.x-=20; | 
|---|
| [11623] | 176 |             } | 
|---|
| [11629] | 177 |             spawnpos.z+=15; | 
|---|
 | 178 |             gumba->setPosition(spawnpos); | 
|---|
| [11623] | 179 |  | 
|---|
 | 180 |         } | 
|---|
| [11626] | 181 |  | 
|---|
| [11629] | 182 |         Vector3 velocity = gumba->getVelocity(); | 
|---|
| [11650] | 183 |         velocity.x += (2*goesRight_ -1) * 100; | 
|---|
 | 184 |         velocity.z += 200; | 
|---|
| [11629] | 185 |         gumba->setVelocity(velocity); | 
|---|
| [11623] | 186 |      } | 
|---|
 | 187 | } | 
|---|