| [10629] | 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 | *      Fabien Vultier | 
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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_ = 1.0f; | 
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|  | 52 | this->spread_ = 0.2f; | 
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|  | 53 | this->damageReduction_ = 1.0f; | 
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|  | 54 | } | 
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|  | 55 |  | 
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|  | 56 | void SplitGunProjectile::setNumberOfSplits(int numberOfSplits) | 
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|  | 57 | { | 
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|  | 58 | if (numberOfSplits >= 0) | 
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|  | 59 | { | 
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|  | 60 | this->numberOfSplits_ = numberOfSplits; | 
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|  | 61 | } | 
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|  | 62 | else | 
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|  | 63 | { | 
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|  | 64 | this->numberOfSplits_ = 0; | 
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|  | 65 | } | 
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|  | 66 | } | 
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|  | 67 |  | 
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|  | 68 | void SplitGunProjectile::setNumberOfChilds(int numberOfChilds) | 
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|  | 69 | { | 
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|  | 70 | if (numberOfChilds >= 0) | 
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|  | 71 | { | 
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|  | 72 | this->numberOfChilds_ = numberOfChilds; | 
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|  | 73 | } | 
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|  | 74 | else | 
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|  | 75 | { | 
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|  | 76 | this->numberOfChilds_ = 0; | 
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|  | 77 | } | 
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|  | 78 | } | 
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|  | 79 |  | 
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|  | 80 | /** | 
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|  | 81 | @brief | 
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|  | 82 | This function starts a timer that will cause the projectile to split after a time defined by the argument @param splitTime. | 
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|  | 83 | */ | 
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|  | 84 | void SplitGunProjectile::setSplitTime(float splitTime) | 
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|  | 85 | { | 
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|  | 86 | if (splitTime >= 0) | 
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|  | 87 | { | 
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|  | 88 | this->splitTime_ = splitTime; | 
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|  | 89 | this->splitTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this))); | 
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|  | 90 | } | 
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|  | 91 | else | 
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|  | 92 | { | 
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|  | 93 | this->splitTime_ = 0; | 
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|  | 94 | } | 
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|  | 95 | } | 
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|  | 96 |  | 
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|  | 97 | void SplitGunProjectile::setSpread(float spread) | 
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|  | 98 | { | 
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|  | 99 | this->spread_ = spread; | 
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|  | 100 | } | 
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|  | 101 |  | 
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|  | 102 | /** | 
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|  | 103 | @brief | 
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|  | 104 | This is the setter function for the damageReduction_ variable. The value of the variable is bounded between 0 and 1. | 
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|  | 105 | */ | 
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|  | 106 | void SplitGunProjectile::setDamageReduction(float damageReduction) | 
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|  | 107 | { | 
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|  | 108 | this->damageReduction_ = (damageReduction >= 0.0f ? damageReduction : 1.0f); | 
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|  | 109 | } | 
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|  | 110 |  | 
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|  | 111 | /** | 
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|  | 112 | @brief | 
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|  | 113 | If this function is called the projectile splits up into many child projectiles. The original projectiles does not get destroyed but it will never split up again. | 
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|  | 114 | */ | 
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|  | 115 | void SplitGunProjectile::split() | 
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|  | 116 | { | 
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|  | 117 | if (numberOfSplits_ > 0) | 
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|  | 118 | { | 
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|  | 119 | -- numberOfSplits_; | 
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|  | 120 |  | 
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|  | 121 | // Reduce damage of this projectile | 
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|  | 122 | this->setDamage(this->getDamage() * this->damageReduction_ / (this->numberOfChilds_+1)); | 
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|  | 123 |  | 
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|  | 124 | // 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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|  | 125 | Vector3 velocityInitial = this->getVelocity(); | 
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|  | 126 | Vector3 velocityOffset = velocityInitial.perpendicular(); | 
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|  | 127 | velocityOffset.normalise(); | 
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|  | 128 | Degree angle = Degree(rnd(0,360)); | 
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|  | 129 | velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset; | 
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|  | 130 | velocityOffset.normalise(); | 
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|  | 131 |  | 
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|  | 132 | // Create as many childs as defined by numberOfChilds_ | 
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|  | 133 | for (int i = 0; i < numberOfChilds_; ++i) | 
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|  | 134 | { | 
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|  | 135 | // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration | 
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| [10727] | 136 | velocityOffset = Quaternion(Degree(360.0f/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset; | 
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| [10629] | 137 | velocityOffset.normalise(); | 
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|  | 138 |  | 
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|  | 139 | SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext()); | 
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|  | 140 |  | 
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|  | 141 | projectile->setMaterial(this->getMaterial()); | 
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|  | 142 | projectile->setOrientation(this->getOrientation()); | 
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|  | 143 | projectile->setPosition(this->getPosition()); | 
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|  | 144 | projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length()); | 
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|  | 145 |  | 
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|  | 146 | projectile->setNumberOfSplits(this->numberOfSplits_); | 
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|  | 147 | projectile->setNumberOfChilds(this->numberOfChilds_); | 
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|  | 148 | projectile->setSplitTime(this->splitTime_); | 
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|  | 149 | projectile->setSpread(this->spread_); | 
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|  | 150 | projectile->setDamageReduction(this->damageReduction_); | 
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|  | 151 |  | 
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|  | 152 | projectile->setShooter(this->getShooter()); | 
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|  | 153 | projectile->setDamage(this->getDamage()); | 
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|  | 154 | projectile->setShieldDamage(this->getShieldDamage()); | 
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|  | 155 | projectile->setHealthDamage(this->getHealthDamage()); | 
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|  | 156 | } | 
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|  | 157 |  | 
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|  | 158 | numberOfSplits_ = 0; | 
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|  | 159 | } | 
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|  | 160 | } | 
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|  | 161 | } | 
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