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source: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc @ 10592

Last change on this file since 10592 was 10592, checked in by fvultier, 5 years ago

New Weapon for the towerDefense minigame: The SplitGun, a weapon that shoots one projectile that splits up into multiple projectiles after a specified time, these new projectiles may split up again… The weapon may be used by any Oxonox Spaceship.

File size: 4.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Joel Smely
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file SplitGunProjectile.h
31    @brief Implementation of the SplitGunProjectile class.
32*/
33
34#include "SplitGunProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "core/command/Executor.h"
38#include "util/Convert.h"
39#include "util/Math.h"
40
41namespace orxonox
42{
43    RegisterClass(SplitGunProjectile);
44
45    SplitGunProjectile::SplitGunProjectile(Context* context) : BillboardProjectile(context)
46    {
47        RegisterObject(SplitGunProjectile);
48
49        this->numberOfSplits_ = 0;
50        this->numberOfChilds_ = 0;
51        this->splitTime_ = 1.0;     
52        this->spread_ = 0.2;
53    }
54
55    void SplitGunProjectile::setNumberOfSplits(int numberOfSplits)
56    {
57        if (numberOfSplits >= 0)
58        {
59            this->numberOfSplits_ = numberOfSplits;
60        }
61        else
62        {
63            this->numberOfSplits_ = 0;
64        }
65    }
66
67    void SplitGunProjectile::setNumberOfChilds(int numberOfChilds)
68    {
69        if (numberOfChilds >= 0)
70        {
71            this->numberOfChilds_ = numberOfChilds;
72        }
73        else
74        {
75            this->numberOfChilds_ = 0;
76        }
77    }
78
79    void SplitGunProjectile::setSplitTime(float splitTime)
80    {
81        if (splitTime >= 0)
82        {
83            this->splitTime_ = splitTime;
84            this->textureTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this)));
85        }
86        else
87        {
88            this->splitTime_ = 0;
89        }
90    }
91
92    void SplitGunProjectile::setSpread(float spread)
93    {
94        spread_ = spread;
95    }
96
97    void SplitGunProjectile::split()
98    {
99        if (numberOfSplits_ > 0)
100        {
101            -- numberOfSplits_;
102
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.
104            Vector3 velocityInitial = this->getVelocity();
105            Vector3 velocityOffset = velocityInitial.perpendicular();
106            velocityOffset.normalise();
107            Degree angle = Degree(rnd(0,360));
108            velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset;
109            velocityOffset.normalise();
110
111            // Create as many childs as defined by numberOfChilds_
112            for (int i = 0; i < numberOfChilds_; ++i)
113            {
114                // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration
115                velocityOffset = Quaternion(Degree(360/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset;
116                velocityOffset.normalise();
117
118                SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());               
119
120                projectile->setMaterial(this->getMaterial());
121                projectile->setOrientation(this->getOrientation());
122                projectile->setPosition(this->getPosition());
123                projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length());
124
125                projectile->setNumberOfSplits(this->numberOfSplits_);
126                projectile->setNumberOfChilds(this->numberOfChilds_);
127                projectile->setSplitTime(this->splitTime_);
128                projectile->setSpread(this->spread_);
129
130                projectile->setShooter(this->getShooter());
131                projectile->setDamage(this->getDamage());
132                projectile->setShieldDamage(this->getShieldDamage());
133                projectile->setHealthDamage(this->getHealthDamage());               
134            }
135
136            numberOfSplits_ = 0;
137        }
138    }
139}
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