[10592] | 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 | * Joel Smely |
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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_ = 1.0; |
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| 52 | this->spread_ = 0.2; |
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| 53 | } |
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| 54 | |
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| 55 | void SplitGunProjectile::setNumberOfSplits(int numberOfSplits) |
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| 56 | { |
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| 57 | if (numberOfSplits >= 0) |
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| 58 | { |
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| 59 | this->numberOfSplits_ = numberOfSplits; |
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| 60 | } |
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| 61 | else |
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| 62 | { |
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| 63 | this->numberOfSplits_ = 0; |
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| 64 | } |
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| 65 | } |
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| 66 | |
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| 67 | void SplitGunProjectile::setNumberOfChilds(int numberOfChilds) |
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| 68 | { |
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| 69 | if (numberOfChilds >= 0) |
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| 70 | { |
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| 71 | this->numberOfChilds_ = numberOfChilds; |
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| 72 | } |
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| 73 | else |
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| 74 | { |
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| 75 | this->numberOfChilds_ = 0; |
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| 76 | } |
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| 77 | } |
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| 78 | |
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| 79 | void SplitGunProjectile::setSplitTime(float splitTime) |
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| 80 | { |
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| 81 | if (splitTime >= 0) |
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| 82 | { |
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| 83 | this->splitTime_ = splitTime; |
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| 84 | this->textureTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this))); |
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| 85 | } |
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| 86 | else |
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| 87 | { |
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| 88 | this->splitTime_ = 0; |
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| 89 | } |
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| 90 | } |
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| 91 | |
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| 92 | void SplitGunProjectile::setSpread(float spread) |
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| 93 | { |
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| 94 | spread_ = spread; |
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| 95 | } |
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| 96 | |
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| 97 | void SplitGunProjectile::split() |
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| 98 | { |
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| 99 | if (numberOfSplits_ > 0) |
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| 100 | { |
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| 101 | -- numberOfSplits_; |
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| 102 | |
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| 103 | // 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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| 104 | Vector3 velocityInitial = this->getVelocity(); |
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| 105 | Vector3 velocityOffset = velocityInitial.perpendicular(); |
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| 106 | velocityOffset.normalise(); |
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| 107 | Degree angle = Degree(rnd(0,360)); |
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| 108 | velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset; |
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| 109 | velocityOffset.normalise(); |
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| 110 | |
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| 111 | // Create as many childs as defined by numberOfChilds_ |
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| 112 | for (int i = 0; i < numberOfChilds_; ++i) |
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| 113 | { |
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| 114 | // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration |
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| 115 | velocityOffset = Quaternion(Degree(360/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset; |
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| 116 | velocityOffset.normalise(); |
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| 117 | |
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| 118 | SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext()); |
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| 119 | |
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| 120 | projectile->setMaterial(this->getMaterial()); |
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| 121 | projectile->setOrientation(this->getOrientation()); |
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| 122 | projectile->setPosition(this->getPosition()); |
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| 123 | projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length()); |
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| 124 | |
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| 125 | projectile->setNumberOfSplits(this->numberOfSplits_); |
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| 126 | projectile->setNumberOfChilds(this->numberOfChilds_); |
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| 127 | projectile->setSplitTime(this->splitTime_); |
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| 128 | projectile->setSpread(this->spread_); |
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| 129 | |
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| 130 | projectile->setShooter(this->getShooter()); |
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| 131 | projectile->setDamage(this->getDamage()); |
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| 132 | projectile->setShieldDamage(this->getShieldDamage()); |
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| 133 | projectile->setHealthDamage(this->getHealthDamage()); |
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| 134 | } |
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| 135 | |
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| 136 | numberOfSplits_ = 0; |
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| 137 | } |
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| 138 | } |
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| 139 | } |
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