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source: code/branches/presentationHS14merge/src/modules/weapons/projectiles/SimpleRocket.cc @ 10248

Last change on this file since 10248 was 10216, checked in by landauf, 10 years ago

merged branch presentationFS14 back to trunk

  • Property svn:eol-style set to native
File size: 6.5 KB
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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 *      Gabriel Nadler
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29/**
30    @file SimpleRocket.h
31    @brief Implementation of the SimpleRocket class.
32*/
33
34
35#include "SimpleRocket.h"
36
37#include <BulletDynamics/Dynamics/btRigidBody.h>
38
39#include "core/CoreIncludes.h"
40#include "core/XMLPort.h"
41
42#include "controllers/Controller.h"
43#include "graphics/Model.h"
44#include "graphics/ParticleSpawner.h"
45#include "infos/PlayerInfo.h"
46#include "objects/collisionshapes/ConeCollisionShape.h"
47#include "worldentities/pawns/Pawn.h"
48#include "sound/WorldSound.h"
49
50#include "weapons/RocketController.h"
51
52namespace orxonox
53{
54    RegisterClass(SimpleRocket);
55
56    const float SimpleRocket::FUEL_PERCENTAGE = 0.8f;
57
58    SimpleRocket::SimpleRocket(Context* context)
59        : ControllableEntity(context)
60        , BasicProjectile()
61        , RadarViewable(this, static_cast<WorldEntity*>(this))
62    {
63        RegisterObject(SimpleRocket);// Register the SimpleRocket class to the core
64
65        this->localAngularVelocity_ = 0;
66        this->lifetime_ = 10.f;
67
68        this->setMass(15.0);
69
70        if (GameMode::isMaster())
71        {
72            this->setCollisionType(WorldEntity::Kinematic);
73            this->fuel_ = true;
74
75            // Create rocket model.
76            Model* model = new Model(this->getContext());
77            model->setMeshSource("rocket.mesh");
78            model->scale(0.7f);
79            this->attach(model);
80
81            // Add effects.
82            this->fire_ = new ParticleEmitter(this->getContext());
83            this->attach(this->fire_);
84
85            this->fire_->setOrientation(this->getOrientation());
86            this->fire_->setSource("Orxonox/simplerocketfire");
87            this->enableCollisionCallback();
88            this->setCollisionResponse(false);
89            this->setCollisionType(Kinematic);
90
91            // Add collision shape.
92            // TODO: fix the orientation and size of this collision shape to match the rocket
93            ConeCollisionShape* collisionShape = new ConeCollisionShape(this->getContext());
94            collisionShape->setOrientation(this->getOrientation());
95            collisionShape->setRadius(1.5f);
96            collisionShape->setHeight(5);
97            this->attachCollisionShape(collisionShape);
98
99            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this)));
100        }
101
102        this->setRadarObjectColour(ColourValue(1.0, 1.0, 0.0)); // yellow
103        this->setRadarObjectShape(RadarViewable::Triangle);
104        this->setRadarObjectScale(0.5f);
105    }
106
107
108
109    /**
110    @brief
111        Updates state of rocket, disables fire if no fuel
112    @param dt
113        tick-length
114    */
115    void SimpleRocket::tick(float dt)
116    {
117        SUPER(SimpleRocket, tick, dt);
118
119        if (GameMode::isMaster())
120        {
121            this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_);
122            this->setVelocity( this->getOrientation()*WorldEntity::FRONT*this->getVelocity().length() );
123            this->localAngularVelocity_ = 0;
124
125            if (this->fuel_)
126            {
127                if (this->destroyTimer_.getRemainingTime() < this->FUEL_PERCENTAGE*this->lifetime_ )
128                    this->fuel_ = false;
129            } else
130                this->disableFire();
131        }
132
133        this->destroyCheck();
134    }
135
136    /**
137    @brief
138        Sets the Acceleration to 0 and detaches the fire.
139    */
140    void SimpleRocket::disableFire()
141    {
142        this->setAcceleration(0,0,0);
143        this->fire_->detachFromParent();
144    }
145
146    /**
147    @brief
148        Destructor. Destroys controller, if present and kills sounds, if playing.
149    */
150    SimpleRocket::~SimpleRocket()
151    {
152        if (this->isInitialized())
153        {
154            if( GameMode::isMaster() )
155            {
156                this->getController()->destroy();
157            }
158        }
159    }
160
161    /**
162    @brief
163        Set the entity that fired the SimpleRocket.
164    @param shooter
165        A pointer to the Pawn that fired the SimpleRocket.
166    */
167    void SimpleRocket::setShooter(Pawn* shooter)
168    {
169        BasicProjectile::setShooter(shooter);
170
171        this->player_ = this->getShooter()->getPlayer();
172    }
173
174    bool SimpleRocket::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
175    {
176        return this->processCollision(otherObject, contactPoint, cs);
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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