1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004-2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific |
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12 | main-programmer: Marc Schaerrer |
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13 | co-programmer: |
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14 | */ |
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15 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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16 | |
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17 | #include "spike_launcher.h" |
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18 | |
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19 | #include "weapon_manager.h" |
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20 | #include "world_entities/projectiles/projectile.h" |
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21 | #include "world_entities/projectiles/spike_ball.h" |
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22 | |
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23 | #include "model.h" |
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24 | |
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25 | #include "state.h" |
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26 | #include "animation3d.h" |
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27 | |
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28 | #include <list> |
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29 | #include <iterator> |
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30 | #include "util/state.h" |
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31 | |
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32 | #include "math/quaternion.h" |
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33 | |
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34 | #include "util/loading/factory.h" |
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35 | |
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36 | #include "class_id_DEPRECATED.h" |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | ObjectListDefinition(SpikeLauncher); |
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41 | CREATE_FACTORY(SpikeLauncher); |
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42 | |
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43 | /** |
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44 | * standard constructor |
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45 | * |
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46 | * creates a new SpikeLauncher |
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47 | */ |
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48 | SpikeLauncher::SpikeLauncher() |
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49 | : Weapon() |
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50 | { |
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51 | this->init(); |
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52 | } |
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53 | |
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54 | /** |
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55 | * creates a new SpikeLauncher from a TiXmlElement |
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56 | */ |
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57 | SpikeLauncher::SpikeLauncher(const TiXmlElement* root) |
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58 | { |
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59 | this->init(); |
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60 | if (root != NULL) |
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61 | this->loadParams(root); |
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62 | } |
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63 | |
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64 | /** |
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65 | * standard deconstructor |
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66 | */ |
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67 | SpikeLauncher::~SpikeLauncher () |
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68 | { |
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69 | delete this->launcher; |
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70 | |
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71 | // model will be deleted from WorldEntity-destructor |
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72 | } |
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73 | |
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74 | void SpikeLauncher::init() |
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75 | { |
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76 | this->registerObject(this, SpikeLauncher::_objectList); |
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77 | |
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78 | Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); |
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79 | Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); |
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80 | |
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81 | animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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82 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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83 | animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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84 | animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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85 | |
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86 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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87 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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88 | |
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89 | this->setStateDuration(WS_SHOOTING, .6); |
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90 | this->setStateDuration(WS_RELOADING, 1.0f); |
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91 | this->setStateDuration(WS_ACTIVATING, .4); |
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92 | this->setStateDuration(WS_DEACTIVATING, .4); |
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93 | |
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94 | this->setEnergyMax(10); |
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95 | this->increaseEnergy(10); |
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96 | //this->minCharge = 2; |
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97 | |
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98 | this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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99 | this->setProjectileTypeC("Spike"); |
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100 | |
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101 | // this->loadModel("models/guns/turret1.obj", 1.0); |
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102 | this->size = 2.5; |
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103 | |
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104 | this->setEmissionPoint(0.0, 0.0, 0.0); |
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105 | |
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106 | |
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107 | this->spikes = 26; |
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108 | this->launcher = new Vector [this->spikes]; |
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109 | |
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110 | this->getProjectileFactory()->prepare(this->spikes); //we don't need more... |
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111 | |
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112 | // this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav"); |
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113 | // this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); |
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114 | // this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); |
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115 | |
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116 | } |
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117 | |
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118 | void SpikeLauncher::loadParams(const TiXmlElement* root) |
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119 | { |
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120 | Weapon::loadParams(root); |
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121 | } |
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122 | |
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123 | void SpikeLauncher::activate() |
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124 | { |
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125 | this->launcher[0] = Vector(1.0, 0.0, 0.0); |
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126 | this->launcher[1] = Vector(0.0, 1.0, 0.0); |
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127 | this->launcher[2] = Vector(0.0, 0.0, 1.0); |
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128 | |
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129 | this->launcher[3] = Vector(1.0, 1.0, 0.0); |
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130 | this->launcher[4] = Vector(0.0, 1.0, 1.0); |
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131 | this->launcher[5] = Vector(1.0, 0.0, 1.0); |
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132 | this->launcher[6] = Vector(1.0, -1.0, 0.0); |
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133 | this->launcher[7] = Vector(0.0, 1.0, -1.0); |
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134 | this->launcher[8] = Vector(-1.0, 0.0, 1.0); |
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135 | |
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136 | this->launcher[9] = Vector(-1.0, 1.0, 1.0); |
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137 | this->launcher[10] = Vector(1.0, 1.0, 1.0); |
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138 | this->launcher[11] = Vector(1.0, -1.0, 1.0); |
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139 | this->launcher[12] = Vector(-1.0, -1.0, 1.0); |
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140 | |
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141 | int tmp = this->spikes / 2; |
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142 | for (int i = 0; i < tmp; i++) |
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143 | { |
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144 | this->launcher[i].normalize(); |
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145 | this->launcher[tmp + i] = this->launcher[i] * (-1); |
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146 | } |
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147 | } |
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148 | |
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149 | void SpikeLauncher::deactivate() |
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150 | { |
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151 | } |
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152 | |
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153 | void SpikeLauncher::tick(float dt) |
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154 | { |
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155 | if (!Weapon::tickW(dt)) |
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156 | return; |
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157 | |
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158 | Quaternion quat; |
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159 | Vector direction; |
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160 | if (this->getDefaultTarget() == NULL) |
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161 | direction = this->getAbsCoor(); |
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162 | else |
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163 | direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(); |
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164 | |
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165 | direction.normalize(); |
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166 | |
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167 | if (likely (this->getParent() != NULL)) |
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168 | quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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169 | else |
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170 | quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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171 | |
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172 | this->setAbsDirSoft(quat, 5); |
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173 | } |
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174 | |
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175 | void SpikeLauncher::updateFireDir(Vector v, float angle){ |
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176 | |
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177 | float** m = new float* [3]; |
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178 | for( int i = 0; i < 3 ; i++) |
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179 | m[i] = new float; |
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180 | |
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181 | float nx, ny, nz, ca, sa; |
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182 | |
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183 | nx = v.x; |
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184 | ny = v.y; |
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185 | nz = v.z; |
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186 | |
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187 | ca = cos (angle); |
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188 | sa = sin (angle); |
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189 | // final version below... easier to to cheat with the one above. |
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190 | /* |
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191 | nx = this->getParent()->getRotationVector().x; |
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192 | ny = this->getParent()->getRotationVector().y; |
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193 | nz = this->getParent()->getRotationVector().z; |
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194 | |
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195 | ca = cos (this->getParent()->getAngle()); |
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196 | sa = sin (this->getParent()->getAngle());*/ |
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197 | /* |
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198 | float * m = new float [9]; |
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199 | m[0] = 1.0f+(1.0f-ca)*(nx*nx-1.0f); |
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200 | m[1] = -nz*sa+(1.0f-ca)*nx*ny; |
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201 | m[2] = ny*sa+(1.0f-ca)*nx*nz; |
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202 | m[3] = nz*sa+(1.0f-ca)*nx*ny; |
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203 | m[4] = 1.0f+(1.0f-ca)*(ny*ny-1.0f); |
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204 | m[5] = -nx*sa+(1.0f-ca)*ny*nz; |
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205 | m[6] = -ny*sa+(1.0f-ca)*nx*nz; |
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206 | m[7] = nx*sa+(1.0f-ca)*ny*nz; |
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207 | m[8] = 1.0f+(1.0f-ca)*(nz*nz-1.0f);*/ |
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208 | |
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209 | m[0][0] = nx * nx * (1 - ca) + ca; |
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210 | m[0][1] = nx * ny * (1 - ca) + nz * sa; |
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211 | m[0][2] = nx * nz * (1 - ca) - ny * sa; |
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212 | m[1][0] = nx * nz * (1 - ca) - nz * sa; |
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213 | m[1][1] = ny * ny * (1 - ca) + ca; |
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214 | m[1][2] = ny * nz * (1 - ca) + nx * sa; |
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215 | m[2][0] = nx * nz * (1 - ca) + ny * sa; |
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216 | m[2][1] = ny * nz * (1 - ca) - nx * sa; |
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217 | m[2][2] = nz * nz * (1 - ca) + ca; |
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218 | |
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219 | float x, y, z; |
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220 | for (int i = 0; i < this->spikes;i++){ |
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221 | printf("%i ", i); |
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222 | x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z; |
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223 | y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z; |
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224 | z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z; |
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225 | /* |
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226 | x = this->launcher[i].x * m[0] + this->launcher[i].y * m[1] + this->launcher[i].z * m[2]; |
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227 | y = this->launcher[i].x * m[3] + this->launcher[i].y * m[4] + this->launcher[i].z * m[5]; |
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228 | z = this->launcher[i].x * m[6] + this->launcher[i].y * m[7] + this->launcher[i].z * m[8];*/ |
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229 | this->launcher[i] = Vector (x, y, z); |
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230 | } |
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231 | printf("\n"); |
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232 | |
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233 | for( int i = 0; i < 3 ; i++) |
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234 | delete m[i]; |
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235 | delete m; |
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236 | } |
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237 | |
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238 | |
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239 | void SpikeLauncher::fire() |
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240 | { |
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241 | updateFireDir(VECTOR_RAND(1), 20); |
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242 | |
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243 | Projectile* pj = NULL; |
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244 | for (int i = 0; i < this->spikes; i++) |
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245 | { |
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246 | pj = this->getProjectile(); |
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247 | if (pj == NULL) // if true, we do have a problem!! |
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248 | return; |
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249 | |
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250 | pj->setVelocity(this->launcher[i].getNormalized() * 300.0); |
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251 | |
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252 | pj->setParent(PNode::getNullParent()); |
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253 | pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size); |
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254 | Quaternion q; |
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255 | pj->setRelDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1))); |
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256 | |
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257 | pj->activate(); |
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258 | } |
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259 | } |
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