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source: code/branches/SuperOrxoBros_FS18/src/modules/weapons/projectiles/SplitGunProjectile.cc @ 11820

Last change on this file since 11820 was 11108, checked in by fvultier, 9 years ago

A few modifications in the weapon system: WeaponModes may play a reload sound now. Fireing Sounds of WeaponModes may overlap now. New weapon: FlameGun, a flame thrower for close combat (e.g. for the FPS player)

  • Property svn:eol-style set to native
File size: 6.2 KB
Line 
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 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file SplitGunProjectile.h
31    @brief Implementation of the SplitGunProjectile class.
32*/
33
34#include "SplitGunProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "core/command/Executor.h"
38#include "util/Convert.h"
39#include "util/Math.h"
40
41namespace orxonox
42{
43    RegisterClass(SplitGunProjectile);
44
45    SplitGunProjectile::SplitGunProjectile(Context* context) : BillboardProjectile(context)
46    {
47        RegisterObject(SplitGunProjectile);
48
49        this->numberOfSplits_ = 0;
50        this->numberOfChilds_ = 0;
51        this->splitTime_ = 1.0f;
52        this->spread_ = 0.2f;
53        this->damageReduction_ = 1.0f;
54        this->splitSound_ = nullptr;
55
56        this->setSplitSound("sounds/Weapon_SplitGun.ogg", 0.8);
57    }
58
59    SplitGunProjectile::~SplitGunProjectile()
60    {
61        if (this->isInitialized())
62        {
63            if (splitSound_)
64            {
65                splitSound_->destroy();
66            }
67        }
68    }
69
70    void SplitGunProjectile::setNumberOfSplits(int numberOfSplits)
71    {
72        if (numberOfSplits >= 0)
73        {
74            this->numberOfSplits_ = numberOfSplits;
75        }
76        else
77        {
78            this->numberOfSplits_ = 0;
79        }
80    }
81
82    void SplitGunProjectile::setNumberOfChilds(int numberOfChilds)
83    {
84        if (numberOfChilds >= 0)
85        {
86            this->numberOfChilds_ = numberOfChilds;
87        }
88        else
89        {
90            this->numberOfChilds_ = 0;
91        }
92    }
93
94    /**
95    @brief
96        This function starts a timer that will cause the projectile to split after a time defined by the argument @p splitTime.
97    @param splitTime The time
98    */
99    void SplitGunProjectile::setSplitTime(float splitTime)
100    {
101        if (splitTime >= 0)
102        {
103            this->splitTime_ = splitTime;
104            this->splitTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this)));
105        }
106        else
107        {
108            this->splitTime_ = 0;
109        }
110    }
111
112    void SplitGunProjectile::setSpread(float spread)
113    {
114        this->spread_ = spread;
115    }
116
117    /**
118    @brief
119        This is the setter function for the damageReduction_ variable. The value of the variable is bounded between 0 and 1.
120    */
121    void SplitGunProjectile::setDamageReduction(float damageReduction)
122    {
123        this->damageReduction_ = (damageReduction >= 0.0f ? damageReduction : 1.0f);
124    }
125
126    /**
127    @brief
128        If this function is called the projectile splits up into many child projectiles. The original projectiles does not get destroyed but it will never split up again.
129    */
130    void SplitGunProjectile::split()
131    {
132        if (numberOfSplits_ > 0)
133        {
134            -- numberOfSplits_;
135
136            // Reduce damage of this projectile
137            this->setDamage(this->getDamage() * this->damageReduction_ / (this->numberOfChilds_+1));
138
139            // Calculate a normalized vector (velocityOffset) that is perpendicluar to the velocity of this projectile. Since there are infinitly many perpendicular vectors a random one is chosen.
140            Vector3 velocityInitial = this->getVelocity();
141            Vector3 velocityOffset = velocityInitial.perpendicular();
142            velocityOffset.normalise();
143            Degree angle = Degree(rnd(0,360));
144            velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset;
145            velocityOffset.normalise();
146
147            // Create as many childs as defined by numberOfChilds_
148            for (int i = 0; i < numberOfChilds_; ++i)
149            {
150                // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration
151                velocityOffset = Quaternion(Degree(360.0f/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset;
152                velocityOffset.normalise();
153
154                SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());               
155
156                projectile->setMaterial(this->getMaterial());
157                projectile->setOrientation(this->getOrientation());
158                projectile->setPosition(this->getPosition());
159                projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length());
160
161                projectile->setNumberOfSplits(this->numberOfSplits_);
162                projectile->setNumberOfChilds(this->numberOfChilds_);
163                projectile->setSplitTime(this->splitTime_);
164                projectile->setSpread(this->spread_);
165                projectile->setDamageReduction(this->damageReduction_);
166
167                projectile->setShooter(this->getShooter());
168                projectile->setDamage(this->getDamage());
169                projectile->setShieldDamage(this->getShieldDamage());
170                projectile->setHealthDamage(this->getHealthDamage());
171            }
172
173            numberOfSplits_ = 0;
174
175            if (splitSound_)
176            {
177                splitSound_->play();
178            }
179        }
180    }
181
182    void SplitGunProjectile::setSplitSound(const std::string& soundPath, const float soundVolume)
183    {
184        if (!splitSound_)
185        {
186            this->splitSound_ = new WorldSound(this->getContext());
187            this->splitSound_->setLooping(false);
188            this->attach(splitSound_);
189        }
190
191        this->splitSound_->setSource(soundPath);
192        this->splitSound_->setVolume(soundVolume);
193    }
194}
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