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source: code/branches/presentation/src/modules/weapons/projectiles/SimpleRocket.cc @ 8974

Last change on this file since 8974 was 8580, checked in by dafrick, 13 years ago

Merging game immersion branch into presentation branch.

  • Property svn:eol-style set to native
File size: 6.4 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 *      Oliver Scheuss
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29#include "SimpleRocket.h"
30
31#include <BulletDynamics/Dynamics/btRigidBody.h>
32
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "worldentities/pawns/Pawn.h"
36#include "graphics/ParticleSpawner.h"
37#include "graphics/Model.h"
38#include "objects/collisionshapes/ConeCollisionShape.h"
39#include "infos/PlayerInfo.h"
40#include "controllers/Controller.h"
41#include "weapons/RocketController.h"
42#include "sound/WorldSound.h"
43#include "util/Debug.h"
44
45namespace orxonox
46{
47
48    CreateFactory(SimpleRocket);
49
50    SimpleRocket::SimpleRocket(BaseObject* creator) : ControllableEntity(creator), BasicProjectile()
51    {
52        RegisterObject(SimpleRocket);// - register the SimpleRocket class to the core
53
54        this->localAngularVelocity_ = 0;
55        this->lifetime_ = 120;
56
57        this->setMass(15);
58//        COUT(4) << "simplerocket constructed\n";
59
60        if (GameMode::isMaster())
61        {
62            this->setCollisionType(WorldEntity::Kinematic);
63            this->fuel_=true;
64
65            Model* model = new Model(this);
66            model->setMeshSource("rocket.mesh");
67            model->scale(0.7f);
68            this->attach(model);
69
70            this->fire_ = new ParticleEmitter(this);
71            this->attach(this->fire_);
72
73            this->fire_->setOrientation(this->getOrientation());
74            this->fire_->setSource("Orxonox/simplerocketfire");
75            this->enableCollisionCallback();
76            this->setCollisionResponse(false);
77            this->setCollisionType(Kinematic);
78
79            // TODO: fix the orientation and size of this collision shape to match the rocket
80            ConeCollisionShape* collisionShape = new ConeCollisionShape(this);
81            collisionShape->setOrientation(this->getOrientation());
82            collisionShape->setRadius(1.5f);
83            collisionShape->setHeight(5);
84            this->attachCollisionShape(collisionShape);
85            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&SimpleRocket::destroyObject, this)));
86        }
87
88    }
89
90
91
92    /**
93    * @brief updates state of rocket, disables fire if no fuel
94    * @param dt tick-length
95    */
96    void SimpleRocket::tick(float dt)
97    {
98
99        SUPER(SimpleRocket, tick, dt);
100        if ( GameMode::isMaster() )
101        {
102
103
104            this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_);
105            this->setVelocity( this->getOrientation()*WorldEntity::FRONT*this->getVelocity().length() );
106            this->localAngularVelocity_ = 0;
107
108
109            if (this->fuel_)
110            {
111                if (this->destroyTimer_.getRemainingTime()<  (static_cast<float>(this->FUEL_PERCENTAGE)/100) *this->lifetime_ )
112                    this->fuel_=false;
113            } else
114                this->disableFire();
115
116            if( this->getBDestroy() )
117                this->destroy();
118        }
119
120    }
121
122    /**
123    * @brief Sets the Acceleration to 0 and detaches the fire
124    * @return void
125    */
126    void SimpleRocket::disableFire()
127    {
128        this->setAcceleration(0,0,0);
129        this->fire_->detachFromParent();
130    }
131
132    /**s
133    @brief
134        Destructor. Destroys controller, if present and kills sounds, if playing.
135    */
136    SimpleRocket::~SimpleRocket()
137    {
138        if (this->isInitialized())
139        {
140            if( GameMode::isMaster() )
141            {
142                this->getController()->destroy();
143            }
144        }
145    }
146
147    /**
148    @brief
149        Method for creating a SimpleRocket through XML.
150    */
151    void SimpleRocket::XMLPort(Element& xmlelement, XMLPort::Mode mode)
152    {
153        // this calls the XMLPort function of the parent class
154        SUPER(SimpleRocket, XMLPort, xmlelement, mode);
155    }
156
157    void SimpleRocket::setOwner(Pawn* owner)
158    {
159        this->owner_ = owner;
160        this->player_ = this->getOwner()->getPlayer();
161    }
162
163
164    /* Calls the collidesAgainst function of BasicProjectile
165     */
166    bool SimpleRocket::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
167    {
168        return BasicProjectile::basicCollidesAgainst(otherObject,contactPoint,this->getOwner(),this);
169    }
170
171    void SimpleRocket::destroyObject()
172    {
173        if (GameMode::isMaster())
174        {
175            this->destroy();
176        }
177    }
178
179    /**
180    @brief
181        Rotates the SimpleRocket around the y-axis by the amount specified by the first component of the input 2-dim vector.
182    @param value
183        The vector determining the amount of the angular movement.
184    */
185    void SimpleRocket::rotateYaw(const Vector2& value)
186    {
187        ControllableEntity::rotateYaw(value);
188
189        if( !this->isInMouseLook() )
190            this->localAngularVelocity_.y += value.x;
191    }
192
193    /**
194    @brief
195        Rotates the SimpleRocket around the x-axis by the amount specified by the first component of the input 2-dim vector.
196    @param value
197        The vector determining the amount of the angular movement.
198    */
199    void SimpleRocket::rotatePitch(const Vector2& value)
200    {
201        ControllableEntity::rotatePitch(value);
202
203        if( !this->isInMouseLook() )
204            this->localAngularVelocity_.x += value.x;
205    }
206
207    /**
208    @brief
209        Rotates the SimpleRocket around the z-axis by the amount specified by the first component of the input 2-dim vector.
210    @param value
211        The vector determining the amount of the angular movement.
212    */
213    void SimpleRocket::rotateRoll(const Vector2& value)
214    {
215        ControllableEntity::rotateRoll(value);
216
217        if( !this->isInMouseLook() )
218            this->localAngularVelocity_.z += value.x;
219    }
220
221}
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