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 | * Fabien Vultier |
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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 SplitGunProjectile.h |
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31 | @brief Implementation of the SplitGunProjectile class. |
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32 | */ |
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33 | |
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34 | #include "SplitGunProjectile.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 "util/Convert.h" |
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39 | #include "util/Math.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | RegisterClass(SplitGunProjectile); |
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44 | |
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45 | SplitGunProjectile::SplitGunProjectile(Context* context) : BillboardProjectile(context) |
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46 | { |
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47 | RegisterObject(SplitGunProjectile); |
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48 | |
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49 | this->numberOfSplits_ = 0; |
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50 | this->numberOfChilds_ = 0; |
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51 | this->splitTime_ = 1.0f; |
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52 | this->spread_ = 0.2f; |
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53 | this->damageReduction_ = 1.0f; |
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54 | this->splitSound_ = nullptr; |
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55 | |
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56 | this->setSplitSound("sounds/Weapon_SplitGun.ogg", 0.8); |
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57 | } |
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58 | |
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59 | SplitGunProjectile::~SplitGunProjectile() |
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60 | { |
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61 | if (this->isInitialized()) |
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62 | { |
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63 | if (splitSound_) |
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64 | { |
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65 | splitSound_->destroy(); |
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66 | } |
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67 | } |
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68 | } |
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69 | |
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70 | void SplitGunProjectile::setNumberOfSplits(int numberOfSplits) |
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71 | { |
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72 | if (numberOfSplits >= 0) |
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73 | { |
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74 | this->numberOfSplits_ = numberOfSplits; |
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75 | } |
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76 | else |
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77 | { |
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78 | this->numberOfSplits_ = 0; |
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79 | } |
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80 | } |
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81 | |
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82 | void SplitGunProjectile::setNumberOfChilds(int numberOfChilds) |
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83 | { |
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84 | if (numberOfChilds >= 0) |
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85 | { |
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86 | this->numberOfChilds_ = numberOfChilds; |
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87 | } |
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88 | else |
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89 | { |
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90 | this->numberOfChilds_ = 0; |
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91 | } |
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92 | } |
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93 | |
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94 | /** |
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95 | @brief |
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96 | This function starts a timer that will cause the projectile to split after a time defined by the argument @p splitTime. |
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97 | @param splitTime The time |
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98 | */ |
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99 | void SplitGunProjectile::setSplitTime(float splitTime) |
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100 | { |
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101 | if (splitTime >= 0) |
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102 | { |
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103 | this->splitTime_ = splitTime; |
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104 | this->splitTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this))); |
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105 | } |
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106 | else |
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107 | { |
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108 | this->splitTime_ = 0; |
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109 | } |
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110 | } |
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111 | |
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112 | void SplitGunProjectile::setSpread(float spread) |
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113 | { |
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114 | this->spread_ = spread; |
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115 | } |
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116 | |
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117 | /** |
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118 | @brief |
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119 | This is the setter function for the damageReduction_ variable. The value of the variable is bounded between 0 and 1. |
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120 | */ |
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121 | void SplitGunProjectile::setDamageReduction(float damageReduction) |
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122 | { |
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123 | this->damageReduction_ = (damageReduction >= 0.0f ? damageReduction : 1.0f); |
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124 | } |
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125 | |
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126 | /** |
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127 | @brief |
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128 | If this function is called the projectile splits up into many child projectiles. The original projectiles does not get destroyed but it will never split up again. |
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129 | */ |
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130 | void SplitGunProjectile::split() |
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131 | { |
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132 | if (numberOfSplits_ > 0) |
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133 | { |
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134 | -- numberOfSplits_; |
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135 | |
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136 | // Reduce damage of this projectile |
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137 | this->setDamage(this->getDamage() * this->damageReduction_ / (this->numberOfChilds_+1)); |
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138 | |
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139 | // Calculate a normalized vector (velocityOffset) that is perpendicluar to the velocity of this projectile. Since there are infinitly many perpendicular vectors a random one is chosen. |
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140 | Vector3 velocityInitial = this->getVelocity(); |
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141 | Vector3 velocityOffset = velocityInitial.perpendicular(); |
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142 | velocityOffset.normalise(); |
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143 | Degree angle = Degree(rnd(0,360)); |
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144 | velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset; |
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145 | velocityOffset.normalise(); |
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146 | |
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147 | // Create as many childs as defined by numberOfChilds_ |
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148 | for (int i = 0; i < numberOfChilds_; ++i) |
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149 | { |
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150 | // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration |
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151 | velocityOffset = Quaternion(Degree(360.0f/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset; |
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152 | velocityOffset.normalise(); |
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153 | |
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154 | SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext()); |
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155 | |
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156 | projectile->setMaterial(this->getMaterial()); |
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157 | projectile->setOrientation(this->getOrientation()); |
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158 | projectile->setPosition(this->getPosition()); |
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159 | projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length()); |
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160 | |
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161 | projectile->setNumberOfSplits(this->numberOfSplits_); |
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162 | projectile->setNumberOfChilds(this->numberOfChilds_); |
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163 | projectile->setSplitTime(this->splitTime_); |
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164 | projectile->setSpread(this->spread_); |
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165 | projectile->setDamageReduction(this->damageReduction_); |
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166 | |
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167 | projectile->setShooter(this->getShooter()); |
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168 | projectile->setDamage(this->getDamage()); |
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169 | projectile->setShieldDamage(this->getShieldDamage()); |
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170 | projectile->setHealthDamage(this->getHealthDamage()); |
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171 | } |
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172 | |
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173 | numberOfSplits_ = 0; |
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174 | |
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175 | if (splitSound_) |
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176 | { |
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177 | splitSound_->play(); |
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178 | } |
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179 | } |
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180 | } |
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181 | |
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182 | void SplitGunProjectile::setSplitSound(const std::string& soundPath, const float soundVolume) |
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183 | { |
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184 | if (!splitSound_) |
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185 | { |
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186 | this->splitSound_ = new WorldSound(this->getContext()); |
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187 | this->splitSound_->setLooping(false); |
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188 | this->attach(splitSound_); |
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189 | } |
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190 | |
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191 | this->splitSound_->setSource(soundPath); |
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192 | this->splitSound_->setVolume(soundVolume); |
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193 | } |
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194 | } |
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