| [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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| [11108] | 54 |         this->splitSound_ = nullptr; | 
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 | 55 |  | 
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 | 56 |         this->setSplitSound("sounds/Weapon_SplitGun.ogg", 0.8); | 
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| [10629] | 57 |     } | 
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 | 58 |  | 
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| [11108] | 59 |     SplitGunProjectile::~SplitGunProjectile() | 
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 | 60 |     { | 
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 | 61 |         if (this->isInitialized()) | 
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 | 62 |         { | 
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 | 63 |             if (splitSound_) | 
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 | 64 |             { | 
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 | 65 |                 splitSound_->destroy(); | 
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 | 66 |             } | 
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 | 67 |         } | 
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 | 68 |     } | 
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 | 69 |  | 
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| [10629] | 70 |     void SplitGunProjectile::setNumberOfSplits(int numberOfSplits) | 
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 | 71 |     { | 
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 | 72 |         if (numberOfSplits >= 0) | 
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 | 73 |         { | 
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 | 74 |             this->numberOfSplits_ = numberOfSplits; | 
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 | 75 |         } | 
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 | 76 |         else | 
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 | 77 |         { | 
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 | 78 |             this->numberOfSplits_ = 0; | 
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 | 79 |         } | 
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 | 80 |     } | 
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 | 81 |  | 
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 | 82 |     void SplitGunProjectile::setNumberOfChilds(int numberOfChilds) | 
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 | 83 |     { | 
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 | 84 |         if (numberOfChilds >= 0) | 
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 | 85 |         { | 
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 | 86 |             this->numberOfChilds_ = numberOfChilds; | 
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 | 87 |         } | 
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 | 88 |         else | 
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 | 89 |         { | 
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 | 90 |             this->numberOfChilds_ = 0; | 
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 | 91 |         } | 
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 | 92 |     } | 
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 | 93 |  | 
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 | 94 |     /** | 
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 | 95 |     @brief | 
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| [11099] | 96 |         This function starts a timer that will cause the projectile to split after a time defined by the argument @p splitTime. | 
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 | 97 |     @param splitTime The time | 
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| [10629] | 98 |     */ | 
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 | 99 |     void SplitGunProjectile::setSplitTime(float splitTime) | 
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 | 100 |     { | 
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 | 101 |         if (splitTime >= 0) | 
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 | 102 |         { | 
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 | 103 |             this->splitTime_ = splitTime; | 
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 | 104 |             this->splitTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this))); | 
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 | 105 |         } | 
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 | 106 |         else | 
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 | 107 |         { | 
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 | 108 |             this->splitTime_ = 0; | 
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 | 109 |         } | 
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 | 110 |     } | 
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 | 111 |  | 
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 | 112 |     void SplitGunProjectile::setSpread(float spread) | 
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 | 113 |     { | 
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 | 114 |         this->spread_ = spread; | 
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 | 115 |     } | 
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 | 116 |  | 
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 | 117 |     /** | 
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 | 118 |     @brief | 
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 | 119 |         This is the setter function for the damageReduction_ variable. The value of the variable is bounded between 0 and 1. | 
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 | 120 |     */ | 
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 | 121 |     void SplitGunProjectile::setDamageReduction(float damageReduction) | 
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 | 122 |     { | 
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 | 123 |         this->damageReduction_ = (damageReduction >= 0.0f ? damageReduction : 1.0f); | 
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 | 124 |     } | 
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 | 125 |  | 
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 | 126 |     /** | 
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 | 127 |     @brief | 
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 | 128 |         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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 | 129 |     */ | 
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 | 130 |     void SplitGunProjectile::split() | 
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 | 131 |     { | 
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 | 132 |         if (numberOfSplits_ > 0) | 
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 | 133 |         { | 
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 | 134 |             -- numberOfSplits_; | 
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 | 135 |  | 
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 | 136 |             // Reduce damage of this projectile | 
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 | 137 |             this->setDamage(this->getDamage() * this->damageReduction_ / (this->numberOfChilds_+1)); | 
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 | 138 |  | 
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 | 139 |             // 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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 | 140 |             Vector3 velocityInitial = this->getVelocity(); | 
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 | 141 |             Vector3 velocityOffset = velocityInitial.perpendicular(); | 
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 | 142 |             velocityOffset.normalise(); | 
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 | 143 |             Degree angle = Degree(rnd(0,360)); | 
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 | 144 |             velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset; | 
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 | 145 |             velocityOffset.normalise(); | 
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 | 146 |  | 
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 | 147 |             // Create as many childs as defined by numberOfChilds_ | 
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 | 148 |             for (int i = 0; i < numberOfChilds_; ++i) | 
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 | 149 |             { | 
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 | 150 |                 // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration | 
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| [10727] | 151 |                 velocityOffset = Quaternion(Degree(360.0f/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset; | 
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| [10629] | 152 |                 velocityOffset.normalise(); | 
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 | 153 |  | 
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 | 154 |                 SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());                 | 
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 | 155 |  | 
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 | 156 |                 projectile->setMaterial(this->getMaterial()); | 
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 | 157 |                 projectile->setOrientation(this->getOrientation()); | 
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 | 158 |                 projectile->setPosition(this->getPosition()); | 
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 | 159 |                 projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length()); | 
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 | 160 |  | 
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 | 161 |                 projectile->setNumberOfSplits(this->numberOfSplits_); | 
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 | 162 |                 projectile->setNumberOfChilds(this->numberOfChilds_); | 
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 | 163 |                 projectile->setSplitTime(this->splitTime_); | 
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 | 164 |                 projectile->setSpread(this->spread_); | 
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 | 165 |                 projectile->setDamageReduction(this->damageReduction_); | 
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 | 166 |  | 
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 | 167 |                 projectile->setShooter(this->getShooter()); | 
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 | 168 |                 projectile->setDamage(this->getDamage()); | 
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 | 169 |                 projectile->setShieldDamage(this->getShieldDamage()); | 
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 | 170 |                 projectile->setHealthDamage(this->getHealthDamage()); | 
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 | 171 |             } | 
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 | 172 |  | 
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 | 173 |             numberOfSplits_ = 0; | 
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| [11108] | 174 |  | 
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 | 175 |             if (splitSound_) | 
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 | 176 |             { | 
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 | 177 |                 splitSound_->play(); | 
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 | 178 |             } | 
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| [10629] | 179 |         } | 
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 | 180 |     } | 
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| [11108] | 181 |  | 
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 | 182 |     void SplitGunProjectile::setSplitSound(const std::string& soundPath, const float soundVolume) | 
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 | 183 |     { | 
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 | 184 |         if (!splitSound_) | 
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 | 185 |         { | 
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 | 186 |             this->splitSound_ = new WorldSound(this->getContext()); | 
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 | 187 |             this->splitSound_->setLooping(false); | 
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 | 188 |             this->attach(splitSound_); | 
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 | 189 |         } | 
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 | 190 |  | 
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 | 191 |         this->splitSound_->setSource(soundPath); | 
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 | 192 |         this->splitSound_->setVolume(soundVolume); | 
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 | 193 |     } | 
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| [10629] | 194 | } | 
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