Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/modules/weapons/projectiles/SimpleRocket.cc @ 8858

Last change on this file since 8858 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 6.4 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 *      Gabriel Nadler
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29/**
30    @file SimpleRocket.h
31    @brief Implementation of the SimpleRocket class.
32*/
33
34
35#include "SimpleRocket.h"
36
37#include <BulletDynamics/Dynamics/btRigidBody.h>
38
39#include "core/CoreIncludes.h"
40#include "core/XMLPort.h"
41
42#include "controllers/Controller.h"
43#include "graphics/Model.h"
44#include "graphics/ParticleSpawner.h"
45#include "infos/PlayerInfo.h"
46#include "objects/collisionshapes/ConeCollisionShape.h"
47#include "worldentities/pawns/Pawn.h"
48#include "sound/WorldSound.h"
49
50#include "weapons/RocketController.h"
51
52namespace orxonox
53{
54
55    CreateFactory(SimpleRocket);
56
57    SimpleRocket::SimpleRocket(BaseObject* creator)
58        : ControllableEntity(creator)
59        , BasicProjectile()
60        , RadarViewable(creator, static_cast<WorldEntity*>(this))
61    {
62        RegisterObject(SimpleRocket);// Register the SimpleRocket class to the core
63
64        this->localAngularVelocity_ = 0;
65        this->lifetime_ = 10.f;
66
67        this->setMass(15.0);
68
69        if (GameMode::isMaster())
70        {
71            this->setCollisionType(WorldEntity::Kinematic);
72            this->fuel_ = true;
73
74            // Create rocket model.
75            Model* model = new Model(this);
76            model->setMeshSource("rocket.mesh");
77            model->scale(0.7f);
78            this->attach(model);
79
80            // Add effects.
81            this->fire_ = new ParticleEmitter(this);
82            this->attach(this->fire_);
83
84            this->fire_->setOrientation(this->getOrientation());
85            this->fire_->setSource("Orxonox/simplerocketfire");
86            this->enableCollisionCallback();
87            this->setCollisionResponse(false);
88            this->setCollisionType(Kinematic);
89
90            // Add collision shape.
91            // TODO: fix the orientation and size of this collision shape to match the rocket
92            ConeCollisionShape* collisionShape = new ConeCollisionShape(this);
93            collisionShape->setOrientation(this->getOrientation());
94            collisionShape->setRadius(1.5f);
95            collisionShape->setHeight(5);
96            this->attachCollisionShape(collisionShape);
97           
98            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this)));
99        }
100
101        this->setRadarObjectColour(ColourValue(1.0, 1.0, 0.0)); // yellow
102        this->setRadarObjectShape(RadarViewable::Triangle);
103        this->setRadarObjectScale(0.5f);
104    }
105
106
107
108    /**
109    @brief
110        Updates state of rocket, disables fire if no fuel
111    @param dt
112        tick-length
113    */
114    void SimpleRocket::tick(float dt)
115    {
116        SUPER(SimpleRocket, tick, dt);
117       
118        if (GameMode::isMaster())
119        {
120            this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_);
121            this->setVelocity( this->getOrientation()*WorldEntity::FRONT*this->getVelocity().length() );
122            this->localAngularVelocity_ = 0;
123
124            if (this->fuel_)
125            {
126                if (this->destroyTimer_.getRemainingTime() < this->FUEL_PERCENTAGE*this->lifetime_ )
127                    this->fuel_ = false;
128            } else
129                this->disableFire();
130        }
131
132        this->destroyCheck();
133    }
134
135    /**
136    @brief
137        Sets the Acceleration to 0 and detaches the fire.
138    */
139    void SimpleRocket::disableFire()
140    {
141        this->setAcceleration(0,0,0);
142        this->fire_->detachFromParent();
143    }
144
145    /**
146    @brief
147        Destructor. Destroys controller, if present and kills sounds, if playing.
148    */
149    SimpleRocket::~SimpleRocket()
150    {
151        if (this->isInitialized())
152        {
153            if( GameMode::isMaster() )
154            {
155                this->getController()->destroy();
156            }
157        }
158    }
159
160    /**
161    @brief
162        Set the entity that fired the SimpleRocket.
163    @param shooter
164        A pointer to the Pawn that fired the SimpleRocket.
165    */
166    void SimpleRocket::setShooter(Pawn* shooter)
167    {
168        BasicProjectile::setShooter(shooter);
169       
170        this->player_ = this->getShooter()->getPlayer();
171    }
172
173    bool SimpleRocket::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
174    {
175        return this->processCollision(otherObject, contactPoint);
176    }
177
178    /**
179    @brief
180        Rotates the SimpleRocket around the y-axis by the amount specified by the first component of the input 2-dim vector.
181    @param value
182        The vector determining the amount of the angular movement.
183    */
184    void SimpleRocket::rotateYaw(const Vector2& value)
185    {
186        ControllableEntity::rotateYaw(value);
187
188        if( !this->isInMouseLook() )
189            this->localAngularVelocity_.y += value.x;
190    }
191
192    /**
193    @brief
194        Rotates the SimpleRocket around the x-axis by the amount specified by the first component of the input 2-dim vector.
195    @param value
196        The vector determining the amount of the angular movement.
197    */
198    void SimpleRocket::rotatePitch(const Vector2& value)
199    {
200        ControllableEntity::rotatePitch(value);
201
202        if( !this->isInMouseLook() )
203            this->localAngularVelocity_.x += value.x;
204    }
205
206    /**
207    @brief
208        Rotates the SimpleRocket around the z-axis by the amount specified by the first component of the input 2-dim vector.
209    @param value
210        The vector determining the amount of the angular movement.
211    */
212    void SimpleRocket::rotateRoll(const Vector2& value)
213    {
214        ControllableEntity::rotateRoll(value);
215
216        if( !this->isInMouseLook() )
217            this->localAngularVelocity_.z += value.x;
218    }
219
220}
Note: See TracBrowser for help on using the repository browser.