/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Gabriel Nadler * Co-authors: * simonmie * */ /** @file SimpleRocket.h @brief Implementation of the SimpleRocket class. */ #include "SimpleRocket.h" #include #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "controllers/Controller.h" #include "graphics/Model.h" #include "graphics/ParticleSpawner.h" #include "infos/PlayerInfo.h" #include "objects/collisionshapes/ConeCollisionShape.h" #include "worldentities/pawns/Pawn.h" #include "sound/WorldSound.h" #include "weapons/RocketController.h" namespace orxonox { CreateFactory(SimpleRocket); SimpleRocket::SimpleRocket(BaseObject* creator) : ControllableEntity(creator) , BasicProjectile() , RadarViewable(creator, static_cast(this)) { RegisterObject(SimpleRocket);// Register the SimpleRocket class to the core this->localAngularVelocity_ = 0; this->lifetime_ = 10.f; this->setMass(15.0); if (GameMode::isMaster()) { this->setCollisionType(WorldEntity::Kinematic); this->fuel_ = true; // Create rocket model. Model* model = new Model(this); model->setMeshSource("rocket.mesh"); model->scale(0.7f); this->attach(model); // Add effects. this->fire_ = new ParticleEmitter(this); this->attach(this->fire_); this->fire_->setOrientation(this->getOrientation()); this->fire_->setSource("Orxonox/simplerocketfire"); this->enableCollisionCallback(); this->setCollisionResponse(false); this->setCollisionType(Kinematic); // Add collision shape. // TODO: fix the orientation and size of this collision shape to match the rocket ConeCollisionShape* collisionShape = new ConeCollisionShape(this); collisionShape->setOrientation(this->getOrientation()); collisionShape->setRadius(1.5f); collisionShape->setHeight(5); this->attachCollisionShape(collisionShape); this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this))); } this->setRadarObjectColour(ColourValue(1.0, 1.0, 0.0)); // yellow this->setRadarObjectShape(RadarViewable::Triangle); this->setRadarObjectScale(0.5f); } /** @brief Updates state of rocket, disables fire if no fuel @param dt tick-length */ void SimpleRocket::tick(float dt) { SUPER(SimpleRocket, tick, dt); if (GameMode::isMaster()) { this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_); this->setVelocity( this->getOrientation()*WorldEntity::FRONT*this->getVelocity().length() ); this->localAngularVelocity_ = 0; if (this->fuel_) { if (this->destroyTimer_.getRemainingTime() < this->FUEL_PERCENTAGE*this->lifetime_ ) this->fuel_ = false; } else this->disableFire(); } this->destroyCheck(); } /** @brief Sets the Acceleration to 0 and detaches the fire. */ void SimpleRocket::disableFire() { this->setAcceleration(0,0,0); this->fire_->detachFromParent(); } /** @brief Destructor. Destroys controller, if present and kills sounds, if playing. */ SimpleRocket::~SimpleRocket() { if (this->isInitialized()) { if( GameMode::isMaster() ) { this->getController()->destroy(); } } } /** @brief Set the entity that fired the SimpleRocket. @param shooter A pointer to the Pawn that fired the SimpleRocket. */ void SimpleRocket::setShooter(Pawn* shooter) { BasicProjectile::setShooter(shooter); this->player_ = this->getShooter()->getPlayer(); } bool SimpleRocket::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) { return this->processCollision(otherObject, contactPoint); } /** @brief Rotates the SimpleRocket around the y-axis by the amount specified by the first component of the input 2-dim vector. @param value The vector determining the amount of the angular movement. */ void SimpleRocket::rotateYaw(const Vector2& value) { ControllableEntity::rotateYaw(value); if( !this->isInMouseLook() ) this->localAngularVelocity_.y += value.x; } /** @brief Rotates the SimpleRocket around the x-axis by the amount specified by the first component of the input 2-dim vector. @param value The vector determining the amount of the angular movement. */ void SimpleRocket::rotatePitch(const Vector2& value) { ControllableEntity::rotatePitch(value); if( !this->isInMouseLook() ) this->localAngularVelocity_.x += value.x; } /** @brief Rotates the SimpleRocket around the z-axis by the amount specified by the first component of the input 2-dim vector. @param value The vector determining the amount of the angular movement. */ void SimpleRocket::rotateRoll(const Vector2& value) { ControllableEntity::rotateRoll(value); if( !this->isInMouseLook() ) this->localAngularVelocity_.z += value.x; } }