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source: orxonox.OLD/branches/scriptimprovements/src/world_entities/weapons/spike_launcher.cc @ 10620

Last change on this file since 10620 was 10419, checked in by patrick, 18 years ago

vocals ⇒ voices

File size: 6.9 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
12   main-programmer: Marc Schaerrer
13   co-programmer:
14*/
15//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
16
17#include "spike_launcher.h"
18
19#include "weapon_manager.h"
20#include "world_entities/projectiles/projectile.h"
21#include "world_entities/projectiles/spike_ball.h"
22
23#include "model.h"
24
25#include "state.h"
26#include "animation3d.h"
27
28#include <list>
29#include <iterator>
30#include "util/state.h"
31
32#include "math/quaternion.h"
33
34#include "util/loading/factory.h"
35
36
37
38using namespace std;
39
40ObjectListDefinition(SpikeLauncher);
41CREATE_FACTORY(SpikeLauncher);
42
43/**
44 *  standard constructor
45 *
46 * creates a new SpikeLauncher
47 */
48SpikeLauncher::SpikeLauncher()
49  : Weapon()
50{
51  this->init();
52}
53
54/**
55 * creates a new SpikeLauncher from a TiXmlElement
56 */
57SpikeLauncher::SpikeLauncher(const TiXmlElement* root)
58{
59  this->init();
60  if (root != NULL)
61    this->loadParams(root);
62}
63
64/**
65 *  standard deconstructor
66*/
67SpikeLauncher::~SpikeLauncher ()
68{
69  delete this->launcher;
70
71  // model will be deleted from WorldEntity-destructor
72}
73
74void SpikeLauncher::init()
75{
76  this->registerObject(this, SpikeLauncher::_objectList);
77
78  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
79  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
80
81  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
82  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
83  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
84  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
85
86  animation1->setInfinity(ANIM_INF_CONSTANT);
87  animation2->setInfinity(ANIM_INF_CONSTANT);
88
89  this->setStateDuration(WS_SHOOTING, .6);
90  this->setStateDuration(WS_RELOADING, 1.0f);
91  this->setStateDuration(WS_ACTIVATING, .4);
92  this->setStateDuration(WS_DEACTIVATING, .4);
93
94  this->setEnergyMax(10);
95  this->increaseEnergy(10);
96  //this->minCharge = 2;
97
98  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
99  this->setProjectileTypeC("Spike");
100
101//   this->loadModel("models/guns/turret1.obj", 1.0);
102  this->size = 2.5;
103
104  this->setEmissionPoint(0.0, 0.0, 0.0);
105
106
107  this->spikes = 26;
108  this->launcher = new Vector [this->spikes];
109
110  this->getProjectileFactory()->prepare(this->spikes);  //we don't need more...
111
112//   this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_1.wav");
113//   this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav");
114//   this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");
115
116}
117
118void SpikeLauncher::loadParams(const TiXmlElement* root)
119{
120  Weapon::loadParams(root);
121}
122
123void SpikeLauncher::activate()
124{
125  this->launcher[0] = Vector(1.0, 0.0, 0.0);
126  this->launcher[1] = Vector(0.0, 1.0, 0.0);
127  this->launcher[2] = Vector(0.0, 0.0, 1.0);
128
129  this->launcher[3] = Vector(1.0, 1.0, 0.0);
130  this->launcher[4] = Vector(0.0, 1.0, 1.0);
131  this->launcher[5] = Vector(1.0, 0.0, 1.0);
132  this->launcher[6] = Vector(1.0, -1.0, 0.0);
133  this->launcher[7] = Vector(0.0, 1.0, -1.0);
134  this->launcher[8] = Vector(-1.0, 0.0, 1.0);
135
136  this->launcher[9] = Vector(-1.0, 1.0, 1.0);
137  this->launcher[10] = Vector(1.0, 1.0, 1.0);
138  this->launcher[11] = Vector(1.0, -1.0, 1.0);
139  this->launcher[12] = Vector(-1.0, -1.0, 1.0);
140
141  int tmp = this->spikes / 2;
142  for (int i = 0; i < tmp; i++)
143  {
144    this->launcher[i].normalize();
145    this->launcher[tmp + i] =  this->launcher[i] * (-1);
146  }
147}
148
149void SpikeLauncher::deactivate()
150{
151}
152
153void SpikeLauncher::tick(float dt)
154{
155  if (!Weapon::tickW(dt))
156    return;
157
158  Quaternion quat;
159  Vector direction;
160  if (this->getDefaultTarget() == NULL)
161    direction = this->getAbsCoor();
162  else
163    direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor();
164
165  direction.normalize();
166
167  if (likely (this->getParent() != NULL))
168    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
169  else
170    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
171
172  this->setAbsDirSoft(quat, 5);
173}
174
175void SpikeLauncher::updateFireDir(Vector v, float angle){
176
177  float** m = new float* [3];
178  for( int i = 0; i < 3 ; i++)
179    m[i] = new float;
180
181  float nx, ny, nz, ca, sa;
182
183  nx = v.x;
184  ny = v.y;
185  nz = v.z;
186
187  ca = cos (angle);
188  sa = sin (angle);
189// final version below... easier to to cheat with the one above.
190/*
191  nx = this->getParent()->getRotationVector().x;
192  ny = this->getParent()->getRotationVector().y;
193  nz = this->getParent()->getRotationVector().z;
194
195  ca = cos (this->getParent()->getAngle());
196  sa = sin (this->getParent()->getAngle());*/
197/*
198  float * m = new float [9];
199  m[0] = 1.0f+(1.0f-ca)*(nx*nx-1.0f);
200  m[1] = -nz*sa+(1.0f-ca)*nx*ny;
201  m[2] = ny*sa+(1.0f-ca)*nx*nz;
202  m[3] = nz*sa+(1.0f-ca)*nx*ny;
203  m[4] = 1.0f+(1.0f-ca)*(ny*ny-1.0f);
204  m[5] = -nx*sa+(1.0f-ca)*ny*nz;
205  m[6] = -ny*sa+(1.0f-ca)*nx*nz;
206  m[7] = nx*sa+(1.0f-ca)*ny*nz;
207  m[8] = 1.0f+(1.0f-ca)*(nz*nz-1.0f);*/
208
209  m[0][0] = nx * nx * (1 - ca) + ca;
210  m[0][1] = nx * ny * (1 - ca) + nz * sa;
211  m[0][2] = nx * nz * (1 - ca) - ny * sa;
212  m[1][0] = nx * nz * (1 - ca) - nz * sa;
213  m[1][1] = ny * ny * (1 - ca) + ca;
214  m[1][2] = ny * nz * (1 - ca) + nx * sa;
215  m[2][0] = nx * nz * (1 - ca) + ny * sa;
216  m[2][1] = ny * nz * (1 - ca) - nx * sa;
217  m[2][2] = nz * nz * (1 - ca) + ca;
218
219  float x, y, z;
220  for (int i = 0; i < this->spikes;i++){
221    printf("%i ", i);
222    x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z;
223    y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z;
224    z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z;
225/*
226    x = this->launcher[i].x * m[0] + this->launcher[i].y * m[1] + this->launcher[i].z * m[2];
227    y = this->launcher[i].x * m[3] + this->launcher[i].y * m[4] + this->launcher[i].z * m[5];
228    z = this->launcher[i].x * m[6] + this->launcher[i].y * m[7] + this->launcher[i].z * m[8];*/
229    this->launcher[i] = Vector (x, y, z);
230  }
231  printf("\n");
232
233  for( int i = 0; i < 3 ; i++)
234    delete m[i];
235  delete m;
236}
237
238
239void SpikeLauncher::fire()
240{
241  updateFireDir(VECTOR_RAND(1), 20);
242
243  Projectile* pj = NULL;
244  for (int i = 0; i < this->spikes; i++)
245  {
246    pj  = this->getProjectile();
247    if (pj == NULL) // if true, we do have a problem!!
248      return;
249
250    pj->setVelocity(this->launcher[i].getNormalized() * 300.0);
251
252    pj->setParent(PNode::getNullParent());
253    pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size);
254    Quaternion q;
255    pj->setRelDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1)));
256
257    pj->activate();
258  }
259}
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