[10170] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004-2006 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific |
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| 12 | main-programmer: Marc Schaerrer |
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| 13 | co-programmer: |
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| 14 | */ |
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| 15 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 16 | |
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| 17 | #include "spike_launcher.h" |
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| 18 | |
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| 19 | #include "weapon_manager.h" |
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| 20 | #include "world_entities/projectiles/projectile.h" |
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| 21 | #include "world_entities/projectiles/spike_ball.h" |
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| 22 | |
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| 23 | #include "model.h" |
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| 24 | |
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| 25 | #include "state.h" |
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| 26 | #include "animation3d.h" |
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| 27 | |
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| 28 | #include <list> |
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| 29 | #include <iterator> |
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| 30 | #include "util/state.h" |
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| 31 | |
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| 32 | #include "math/quaternion.h" |
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| 33 | |
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| 34 | #include "util/loading/factory.h" |
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| 35 | |
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| 36 | #include "class_id_DEPRECATED.h" |
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| 37 | |
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| 38 | using namespace std; |
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| 39 | |
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| 40 | ObjectListDefinition(SpikeLauncher); |
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| 41 | CREATE_FACTORY(SpikeLauncher); |
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| 42 | |
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| 43 | /** |
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| 44 | * standard constructor |
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| 45 | * |
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| 46 | * creates a new SpikeLauncher |
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| 47 | */ |
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| 48 | SpikeLauncher::SpikeLauncher() |
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| 49 | : Weapon() |
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| 50 | { |
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| 51 | this->init(); |
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| 52 | } |
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| 53 | |
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| 54 | /** |
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| 55 | * creates a new SpikeLauncher from a TiXmlElement |
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| 56 | */ |
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| 57 | SpikeLauncher::SpikeLauncher(const TiXmlElement* root) |
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| 58 | { |
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| 59 | this->init(); |
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| 60 | if (root != NULL) |
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| 61 | this->loadParams(root); |
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| 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | * standard deconstructor |
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| 66 | */ |
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| 67 | SpikeLauncher::~SpikeLauncher () |
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| 68 | { |
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[10180] | 69 | delete this->launcher; |
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| 70 | |
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[10170] | 71 | // model will be deleted from WorldEntity-destructor |
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| 72 | } |
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| 73 | |
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| 74 | void SpikeLauncher::init() |
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| 75 | { |
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| 76 | this->registerObject(this, SpikeLauncher::_objectList); |
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| 77 | |
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| 78 | Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); |
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| 79 | Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); |
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| 80 | |
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| 81 | animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 82 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 83 | animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 84 | animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 85 | |
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| 86 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 87 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 88 | |
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| 89 | this->setStateDuration(WS_SHOOTING, .6); |
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| 90 | this->setStateDuration(WS_RELOADING, 1.0f); |
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| 91 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 92 | this->setStateDuration(WS_DEACTIVATING, .4); |
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| 93 | |
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| 94 | this->setEnergyMax(10); |
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| 95 | this->increaseEnergy(10); |
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| 96 | //this->minCharge = 2; |
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| 97 | |
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| 98 | this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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[10180] | 99 | this->setProjectileTypeC("Spike"); |
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[10170] | 100 | |
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[10180] | 101 | // this->loadModel("models/guns/turret1.obj", 1.0); |
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| 102 | this->size = 2.5; |
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[10170] | 103 | |
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[10196] | 104 | this->setEmissionPoint(0.0, 0.0, 0.0); |
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| 105 | |
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| 106 | |
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[10180] | 107 | this->spikes = 26; |
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| 108 | this->launcher = new Vector [this->spikes]; |
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[10170] | 109 | |
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[10217] | 110 | this->getProjectileFactory()->prepare(this->spikes); //we don't need more... |
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| 111 | |
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| 112 | // this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav"); |
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| 113 | // this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); |
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| 114 | // this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); |
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| 115 | |
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| 116 | } |
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| 117 | |
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| 118 | void SpikeLauncher::loadParams(const TiXmlElement* root) |
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| 119 | { |
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| 120 | Weapon::loadParams(root); |
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| 121 | } |
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| 122 | |
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| 123 | void SpikeLauncher::activate() |
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| 124 | { |
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[10180] | 125 | this->launcher[0] = Vector(1.0, 0.0, 0.0); |
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| 126 | this->launcher[1] = Vector(0.0, 1.0, 0.0); |
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| 127 | this->launcher[2] = Vector(0.0, 0.0, 1.0); |
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| 128 | |
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| 129 | this->launcher[3] = Vector(1.0, 1.0, 0.0); |
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| 130 | this->launcher[4] = Vector(0.0, 1.0, 1.0); |
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| 131 | this->launcher[5] = Vector(1.0, 0.0, 1.0); |
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| 132 | this->launcher[6] = Vector(1.0, -1.0, 0.0); |
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| 133 | this->launcher[7] = Vector(0.0, 1.0, -1.0); |
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| 134 | this->launcher[8] = Vector(-1.0, 0.0, 1.0); |
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| 135 | |
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| 136 | this->launcher[9] = Vector(-1.0, 1.0, 1.0); |
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| 137 | this->launcher[10] = Vector(1.0, 1.0, 1.0); |
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| 138 | this->launcher[11] = Vector(1.0, -1.0, 1.0); |
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| 139 | this->launcher[12] = Vector(-1.0, -1.0, 1.0); |
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| 140 | |
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| 141 | int tmp = this->spikes / 2; |
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| 142 | for (int i = 0; i < tmp; i++) |
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| 143 | { |
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| 144 | this->launcher[i].normalize(); |
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| 145 | this->launcher[tmp + i] = this->launcher[i] * (-1); |
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| 146 | } |
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[10170] | 147 | } |
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| 148 | |
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| 149 | void SpikeLauncher::deactivate() |
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| 150 | { |
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| 151 | } |
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| 152 | |
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| 153 | void SpikeLauncher::tick(float dt) |
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| 154 | { |
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| 155 | if (!Weapon::tickW(dt)) |
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| 156 | return; |
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| 157 | |
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| 158 | Quaternion quat; |
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| 159 | Vector direction; |
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| 160 | if (this->getDefaultTarget() == NULL) |
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| 161 | direction = this->getAbsCoor(); |
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| 162 | else |
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| 163 | direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(); |
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| 164 | |
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| 165 | direction.normalize(); |
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| 166 | |
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| 167 | if (likely (this->getParent() != NULL)) |
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| 168 | quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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| 169 | else |
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| 170 | quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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| 171 | |
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| 172 | this->setAbsDirSoft(quat, 5); |
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| 173 | } |
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| 174 | |
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[10188] | 175 | void SpikeLauncher::updateFireDir(Vector v, float angle){ |
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| 176 | |
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| 177 | float** m = new float* [3]; |
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| 178 | for( int i = 0; i < 3 ; i++) |
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| 179 | m[i] = new float; |
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| 180 | |
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| 181 | float nx, ny, nz, ca, sa; |
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[10196] | 182 | |
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[10188] | 183 | nx = v.x; |
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| 184 | ny = v.y; |
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| 185 | nz = v.z; |
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| 186 | |
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| 187 | ca = cos (angle); |
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| 188 | sa = sin (angle); |
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| 189 | // final version below... easier to to cheat with the one above. |
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| 190 | /* |
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[10196] | 191 | nx = this->getParent()->getRotationVector().x; |
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| 192 | ny = this->getParent()->getRotationVector().y; |
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| 193 | nz = this->getParent()->getRotationVector().z; |
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[10188] | 194 | |
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| 195 | ca = cos (this->getParent()->getAngle()); |
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| 196 | sa = sin (this->getParent()->getAngle());*/ |
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[10217] | 197 | /* |
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| 198 | float * m = new float [9]; |
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| 199 | m[0] = 1.0f+(1.0f-ca)*(nx*nx-1.0f); |
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| 200 | m[1] = -nz*sa+(1.0f-ca)*nx*ny; |
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| 201 | m[2] = ny*sa+(1.0f-ca)*nx*nz; |
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| 202 | m[3] = nz*sa+(1.0f-ca)*nx*ny; |
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| 203 | m[4] = 1.0f+(1.0f-ca)*(ny*ny-1.0f); |
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| 204 | m[5] = -nx*sa+(1.0f-ca)*ny*nz; |
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| 205 | m[6] = -ny*sa+(1.0f-ca)*nx*nz; |
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| 206 | m[7] = nx*sa+(1.0f-ca)*ny*nz; |
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| 207 | m[8] = 1.0f+(1.0f-ca)*(nz*nz-1.0f);*/ |
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[10188] | 208 | |
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| 209 | m[0][0] = nx * nx * (1 - ca) + ca; |
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| 210 | m[0][1] = nx * ny * (1 - ca) + nz * sa; |
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| 211 | m[0][2] = nx * nz * (1 - ca) - ny * sa; |
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| 212 | m[1][0] = nx * nz * (1 - ca) - nz * sa; |
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| 213 | m[1][1] = ny * ny * (1 - ca) + ca; |
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| 214 | m[1][2] = ny * nz * (1 - ca) + nx * sa; |
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| 215 | m[2][0] = nx * nz * (1 - ca) + ny * sa; |
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| 216 | m[2][1] = ny * nz * (1 - ca) - nx * sa; |
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| 217 | m[2][2] = nz * nz * (1 - ca) + ca; |
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| 218 | |
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| 219 | float x, y, z; |
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| 220 | for (int i = 0; i < this->spikes;i++){ |
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[10217] | 221 | |
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[10188] | 222 | x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z; |
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| 223 | y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z; |
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| 224 | z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z; |
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[10217] | 225 | /* |
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| 226 | x = this->launcher[i].x * m[0] + this->launcher[i].y * m[1] + this->launcher[i].z * m[2]; |
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| 227 | y = this->launcher[i].x * m[3] + this->launcher[i].y * m[4] + this->launcher[i].z * m[5]; |
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| 228 | z = this->launcher[i].x * m[6] + this->launcher[i].y * m[7] + this->launcher[i].z * m[8];*/ |
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[10188] | 229 | this->launcher[i] = Vector (x, y, z); |
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| 230 | } |
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[10196] | 231 | |
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| 232 | for( int i = 0; i < 3 ; i++) |
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| 233 | delete m[i]; |
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| 234 | delete m; |
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[10188] | 235 | } |
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| 236 | |
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| 237 | |
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[10170] | 238 | void SpikeLauncher::fire() |
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| 239 | { |
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[10217] | 240 | // temporary solution to test the module |
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[10188] | 241 | updateFireDir(VECTOR_RAND(1), 20); |
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| 242 | |
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[10217] | 243 | printf("fireing spikes\n"); |
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[10170] | 244 | Projectile* pj = NULL; |
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[10180] | 245 | for (int i = 0; i < this->spikes; i++) |
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[10170] | 246 | { |
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[10180] | 247 | pj = this->getProjectile(); |
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| 248 | if (pj == NULL) // if true, we do have a problem!! |
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| 249 | return; |
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[10170] | 250 | |
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[10180] | 251 | // pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10))); |
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[10196] | 252 | pj->setVelocity(this->launcher[i] * 300.0); |
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[10180] | 253 | |
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| 254 | pj->setParent(PNode::getNullParent()); |
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| 255 | pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size); |
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[10217] | 256 | // Quaternion q; |
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| 257 | // pj->setRelDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1))); |
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| 258 | pj->setRelDir(90, this->launcher[i].x, this->launcher[i].y, this->launcher[i].z); |
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[10196] | 259 | |
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| 260 | pj->toList(this->getOMListNumber()); |
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[10180] | 261 | pj->activate(); |
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[10170] | 262 | } |
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| 263 | } |
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