1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Florian Zinggeler |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file InvaderEnemyShooter.h |
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31 | @brief Declaration of the InvaderEnemyShooter class. |
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32 | */ |
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33 | |
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34 | #include "InvaderEnemyShooter.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/command/Executor.h" |
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38 | #include "Invader.h" |
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39 | #include "InvaderShip.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | RegisterClass(InvaderEnemyShooter); |
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44 | |
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45 | InvaderEnemyShooter::InvaderEnemyShooter(Context* context) : InvaderEnemy(context) |
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46 | { |
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47 | RegisterObject(InvaderEnemyShooter); |
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48 | enableCollisionCallback(); |
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49 | lifetime = 0; |
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50 | // shoot every second |
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51 | shootTimer.setTimer(1.0f, true, createExecutor(createFunctor(&InvaderEnemyShooter::shoot, this))); |
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52 | } |
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53 | |
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54 | void InvaderEnemyShooter::tick(float dt) |
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55 | { |
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56 | lifetime += dt; |
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57 | // die after 20 seconds. |
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58 | if (lifetime > 20000) |
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59 | removeHealth(2000); |
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60 | |
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61 | if (player != nullptr) |
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62 | { |
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63 | float distPlayer = player->getPosition().z - getPosition().z; |
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64 | // orxout() << "i'm different!" << endl; |
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65 | float newZ = 2/(pow(abs(getPosition().x - player->getPosition().x) * 0.01f, 2) + 1) * distPlayer; |
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66 | setVelocity(Vector3(950 - abs(distPlayer), 0, newZ)); |
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67 | } |
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68 | Pawn::tick(dt); |
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69 | } |
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70 | |
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71 | void InvaderEnemyShooter::shoot() |
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72 | { |
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73 | ControllableEntity::fire(0); |
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74 | } |
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75 | |
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76 | void InvaderEnemyShooter::damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs) |
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77 | { |
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78 | Pawn::damage(damage, healthdamage, shielddamage, originator, cs); |
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79 | if (getGame() && orxonox_cast<InvaderShip*>(originator) != nullptr && getHealth() <= 0) |
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80 | getGame()->addPoints(3*42); |
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81 | } |
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82 | } |
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