/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss * Co-authors: * ... * */ #include "Rocket.h" #include "core/XMLPort.h" #include "BulletDynamics/Dynamics/btRigidBody.h" #include "worldentities/pawns/Pawn.h" #include "graphics/ParticleSpawner.h" #include "graphics/Model.h" #include "objects/collisionshapes/ConeCollisionShape.h" #include "infos/PlayerInfo.h" #include "controllers/Controller.h" #include "worldentities/CameraPosition.h" namespace orxonox { CreateFactory(Rocket); // create the factory for the Rocket /** @brief Constructor. Registers the object and initializes some default values. */ Rocket::Rocket(BaseObject* creator) : ControllableEntity(creator) { RegisterObject(Rocket);// - register the Rocket class to the core this->localAngularVelocity_ = 0; if (GameMode::isMaster()) { this->setCollisionType(WorldEntity::Kinematic); this->setVelocity(0,0,-100); this->lifetime_ = 100; this->bDestroy_ = false; this->model_ = new Model(this); this->model_->setMeshSource("rocket.mesh"); this->attach(this->model_); ParticleSpawner* fire = new ParticleSpawner(this); this->attach(fire); fire->setOrientation(this->getOrientation()); fire->setSource("Orxonox/rocketfire"); this->enableCollisionCallback(); this->setCollisionResponse(false); this->setCollisionType(Kinematic); this->collisionShape_ = new ConeCollisionShape(this); this->collisionShape_->setRadius(3); this->collisionShape_->setHeight(500); this->attachCollisionShape(this->collisionShape_); this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&Rocket::destroyObject, this))); } this->camPosition_ = new CameraPosition(this); this->camPosition_->setPosition(0,10,40); this->camPosition_->setSyncMode(0x0); this->camPosition_->setAllowMouseLook(true); this->attach( this->camPosition_ ); this->addCameraPosition( this->camPosition_ ); } /** @brief Destructor. Destroys controller, if present. */ Rocket::~Rocket() { if(this->isInitialized()) { if (GameMode::isMaster() && this->player_.get()) { this->model_->destroy(); this->collisionShape_->destroy(); this->player_->stopTemporaryControl(); } this->camPosition_->destroy(); } } /** @brief Method for creating a Rocket through XML. */ void Rocket::XMLPort(Element& xmlelement, XMLPort::Mode mode) { // this calls the XMLPort function of the parent class SUPER(Rocket, XMLPort, xmlelement, mode); } void Rocket::setOwner(Pawn* owner) { this->owner_ = owner; this->originalControllableEntity_ = this->owner_->getPlayer()->getControllableEntity(); this->player_ = this->owner_->getPlayer(); this->owner_->getPlayer()->startTemporaryControl(this); } /** @brief Defines which actions the Rocket has to take in each tick. @param dt The length of the tick. */ void Rocket::tick(float dt) { SUPER(Rocket, tick, dt); if( this->hasLocalController() ) { this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_); this->setVelocity( this->getOrientation()*WorldEntity::FRONT*this->getVelocity().length() ); this->localAngularVelocity_ = 0; if( this->bDestroy_ ) this->destroy(); } } bool Rocket::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) { if (!this->bDestroy_ && GameMode::isMaster()) { if (otherObject == this->owner_) return false; this->bDestroy_ = true; if (this->owner_) { { ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/explosion4"); effect->setLifetime(2.0f); } { ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/smoke4"); effect->setLifetime(3.0f); } } float dmg = this->damage_; if (this->owner_) dmg = this->owner_->getPickups().processModifiers(ModifierType::Damage, dmg, false); Pawn* victim = orxonox_cast(otherObject); if (victim) victim->damage(dmg, this->owner_); // this->destroy(); } return false; } void Rocket::destroyObject() { if (GameMode::isMaster()) this->destroy(); } void Rocket::fired(unsigned int firemode) { if (this->owner_) { { ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/explosion4"); effect->setLifetime(2.0f); } { ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/smoke4"); effect->setLifetime(3.0f); } this->destroy(); } } /** @brief Rotates the Rocket around the y-axis by the amount specified by the first component of the input 2-dim vector. @param value The vector determining the amount of the angular movement. */ void Rocket::rotateYaw(const Vector2& value) { ControllableEntity::rotateYaw(value); if( !this->isInMouseLook() ) this->localAngularVelocity_.y += value.x; } /** @brief Rotates the Rocket around the x-axis by the amount specified by the first component of the input 2-dim vector. @param value The vector determining the amount of the angular movement. */ void Rocket::rotatePitch(const Vector2& value) { ControllableEntity::rotatePitch(value); if( !this->isInMouseLook() ) this->localAngularVelocity_.x += value.x; } /** @brief Rotates the Rocket around the z-axis by the amount specified by the first component of the input 2-dim vector. @param value The vector determining the amount of the angular movement. */ void Rocket::rotateRoll(const Vector2& value) { ControllableEntity::rotateRoll(value); if( !this->isInMouseLook() ) this->localAngularVelocity_.z += value.x; } }