1 | /* |
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2 | * GravityBombField.h |
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3 | * |
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4 | * Created on: Apr 2, 2015 |
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5 | * Author: meggiman |
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6 | */ |
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7 | |
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8 | #ifndef GRAVITYBOMBFIELD_H_ |
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9 | #define GRAVITYBOMBFIELD_H_ |
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10 | |
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11 | #include "graphics/ParticleSpawner.h" |
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12 | #include "interfaces/RadarViewable.h" |
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13 | #include "objects/ForceField.h" |
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14 | #include "BasicProjectile.h" |
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15 | #include "worldentities/MovableEntity.h" |
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16 | #include "core/CoreIncludes.h" |
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17 | #include "GravityBomb.h" |
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18 | #include "graphics/ParticleSpawner.h" |
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19 | #include "tools/ParticleInterface.h" |
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20 | #include <stdlib.h> |
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21 | #include <time.h> |
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22 | #include <math.h> |
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23 | #include "graphics/Backlight.h" |
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24 | #include "sound/WorldSound.h" |
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25 | |
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26 | namespace orxonox { |
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27 | |
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28 | /** |
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29 | * @class GravityBombField |
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30 | * |
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31 | * @brief This class is used by GravityBomb to place the ForceField and Visual effect to the environment. |
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32 | * The field has a maximum lifetime and gets smaller and stronger the more time passes. In the end, the field explodes and damages all pawns nearby. |
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33 | * |
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34 | * @author Manuel Eggimann |
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35 | * @date 23.05.2015 |
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36 | */ |
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37 | class GravityBombField: public ForceField, public RadarViewable { |
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38 | public: |
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39 | GravityBombField(Context* context); |
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40 | virtual ~GravityBombField(); |
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41 | virtual void tick(float dt) override; |
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42 | virtual void destroy(); |
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43 | |
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44 | /** |
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45 | * @fn void GravityBombField::setShooter(Pawn* shooter) |
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46 | * |
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47 | * @brief This function is used to determine save the pawn who created the field and is used inside the GravityBomb class. |
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48 | * |
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49 | * @author Manuel Eggimann |
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50 | * @date 23.05.2015 |
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51 | * |
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52 | * @param [in,out] the Pawn that created the field. |
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53 | */ |
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54 | void setShooter(Pawn* shooter) |
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55 | { this->shooter_ = shooter; } |
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56 | |
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57 | Pawn* getShooter() |
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58 | { return this->shooter_; } |
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59 | |
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60 | private: |
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61 | //Set these constants inside GravityBombField.cc to alter the behaviour of the field. |
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62 | |
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63 | static const float FORCE_FIELD_LIFETIME; ///< The lifetime of the ForceField in seconds. After lifetime seconds, has already exploded and the particle effects will start to vanish. |
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64 | static const float FORCE_SPHERE_START_RADIUS; ///< The initial sphere radius of the Force Field. The forcefield gets smaller by time. |
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65 | static const float FORCE_SPHERE_START_STRENGTH; ///< The initial Force the Field exerts on every object with non-zero mass. |
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66 | static const float FORCE_FIELD_EXPLOSION_DAMMAGE; ///< The maximum dammage a pawn gets nearby an exploding field. The farer away from explosion center the smaller the dammage. |
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67 | static const float EXPLOSION_DURATION; ///< Determines how fast the shockwave of the Explosion expands. It takes GravityBombField::EXPLOSION_DURATION seconds for the field to expand from 0 radius to GravityBombField::EXPLOSION_RADIUS. |
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68 | static const float EXPLOSION_RADIUS; ///< How far does the shockwave reach. All pawns which outside of a sphere witch this radius rest unharmed by the explosion. |
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69 | static const float PEAK_ANGULAR_VELOCITY; ///< The model of the bomb in the center of the Field does rotate faster and faster as time passes until it reaches PEAK_ANGULAR_VELOCITY at the fields end of life. |
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70 | static const float PEAK_EXPLOSION_FORCE; ///< The peak force the explosion exerts on the pawns nearby. |
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71 | static const float CENTRE_MODEL_END_SIZE; ///< Size of the 3d-model of the bomb in the fields centre. |
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72 | |
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73 | float forceSphereRadius_; |
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74 | float forceStrength_; |
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75 | float lifetime_; |
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76 | float modelScaling_; |
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77 | Vector3 rotationVector_; |
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78 | bool fieldExploded_; |
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79 | ParticleEmitter * particleSphere_; |
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80 | ParticleEmitter * explosionCross_; |
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81 | std::vector<Pawn*> victimsAlreadyDamaged_; |
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82 | MovableEntity * bombModel_; |
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83 | Pawn* shooter_; |
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84 | Backlight* centreLight_; |
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85 | WorldSound* explosionSound_; |
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86 | }; |
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87 | |
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88 | } |
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89 | #endif /* GRAVITYBOMBFIELD_H_ */ |
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90 | |
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