/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004-2006 orx 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, or (at your option) any later version. ### File Specific main-programmer: Marc Schaerrer co-programmer: */ //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "spike_launcher.h" #include "weapon_manager.h" #include "world_entities/projectiles/projectile.h" #include "world_entities/projectiles/spike_ball.h" #include "model.h" #include "state.h" #include "animation3d.h" #include #include #include "util/state.h" #include "math/quaternion.h" #include "util/loading/factory.h" #include "class_id_DEPRECATED.h" using namespace std; ObjectListDefinition(SpikeLauncher); CREATE_FACTORY(SpikeLauncher); /** * standard constructor * * creates a new SpikeLauncher */ SpikeLauncher::SpikeLauncher() : Weapon() { this->init(); } /** * creates a new SpikeLauncher from a TiXmlElement */ SpikeLauncher::SpikeLauncher(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ SpikeLauncher::~SpikeLauncher () { delete this->launcher; // model will be deleted from WorldEntity-destructor } void SpikeLauncher::init() { this->registerObject(this, SpikeLauncher::_objectList); Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation1->setInfinity(ANIM_INF_CONSTANT); animation2->setInfinity(ANIM_INF_CONSTANT); this->setStateDuration(WS_SHOOTING, .6); this->setStateDuration(WS_RELOADING, 1.0f); this->setStateDuration(WS_ACTIVATING, .4); this->setStateDuration(WS_DEACTIVATING, .4); this->setEnergyMax(10); this->increaseEnergy(10); //this->minCharge = 2; this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT); this->setProjectileTypeC("Spike"); // this->loadModel("models/guns/turret1.obj", 1.0); this->size = 2.5; this->setEmissionPoint(0.0, 0.0, 0.0); this->spikes = 26; this->launcher = new Vector [this->spikes]; this->getProjectileFactory()->prepare(this->spikes); //we don't need more... // this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav"); // this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); // this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); } void SpikeLauncher::loadParams(const TiXmlElement* root) { Weapon::loadParams(root); } void SpikeLauncher::activate() { this->launcher[0] = Vector(1.0, 0.0, 0.0); this->launcher[1] = Vector(0.0, 1.0, 0.0); this->launcher[2] = Vector(0.0, 0.0, 1.0); this->launcher[3] = Vector(1.0, 1.0, 0.0); this->launcher[4] = Vector(0.0, 1.0, 1.0); this->launcher[5] = Vector(1.0, 0.0, 1.0); this->launcher[6] = Vector(1.0, -1.0, 0.0); this->launcher[7] = Vector(0.0, 1.0, -1.0); this->launcher[8] = Vector(-1.0, 0.0, 1.0); this->launcher[9] = Vector(-1.0, 1.0, 1.0); this->launcher[10] = Vector(1.0, 1.0, 1.0); this->launcher[11] = Vector(1.0, -1.0, 1.0); this->launcher[12] = Vector(-1.0, -1.0, 1.0); int tmp = this->spikes / 2; for (int i = 0; i < tmp; i++) { this->launcher[i].normalize(); this->launcher[tmp + i] = this->launcher[i] * (-1); } } void SpikeLauncher::deactivate() { } void SpikeLauncher::tick(float dt) { if (!Weapon::tickW(dt)) return; Quaternion quat; Vector direction; if (this->getDefaultTarget() == NULL) direction = this->getAbsCoor(); else direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(); direction.normalize(); if (likely (this->getParent() != NULL)) quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; else quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; this->setAbsDirSoft(quat, 5); } void SpikeLauncher::updateFireDir(Vector v, float angle){ float** m = new float* [3]; for( int i = 0; i < 3 ; i++) m[i] = new float; float nx, ny, nz, ca, sa; nx = v.x; ny = v.y; nz = v.z; ca = cos (angle); sa = sin (angle); // final version below... easier to to cheat with the one above. /* nx = this->getParent()->getRotationVector().x; ny = this->getParent()->getRotationVector().y; nz = this->getParent()->getRotationVector().z; ca = cos (this->getParent()->getAngle()); sa = sin (this->getParent()->getAngle());*/ /* float * m = new float [9]; m[0] = 1.0f+(1.0f-ca)*(nx*nx-1.0f); m[1] = -nz*sa+(1.0f-ca)*nx*ny; m[2] = ny*sa+(1.0f-ca)*nx*nz; m[3] = nz*sa+(1.0f-ca)*nx*ny; m[4] = 1.0f+(1.0f-ca)*(ny*ny-1.0f); m[5] = -nx*sa+(1.0f-ca)*ny*nz; m[6] = -ny*sa+(1.0f-ca)*nx*nz; m[7] = nx*sa+(1.0f-ca)*ny*nz; m[8] = 1.0f+(1.0f-ca)*(nz*nz-1.0f);*/ m[0][0] = nx * nx * (1 - ca) + ca; m[0][1] = nx * ny * (1 - ca) + nz * sa; m[0][2] = nx * nz * (1 - ca) - ny * sa; m[1][0] = nx * nz * (1 - ca) - nz * sa; m[1][1] = ny * ny * (1 - ca) + ca; m[1][2] = ny * nz * (1 - ca) + nx * sa; m[2][0] = nx * nz * (1 - ca) + ny * sa; m[2][1] = ny * nz * (1 - ca) - nx * sa; m[2][2] = nz * nz * (1 - ca) + ca; float x, y, z; for (int i = 0; i < this->spikes;i++){ x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z; y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z; z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z; /* x = this->launcher[i].x * m[0] + this->launcher[i].y * m[1] + this->launcher[i].z * m[2]; y = this->launcher[i].x * m[3] + this->launcher[i].y * m[4] + this->launcher[i].z * m[5]; z = this->launcher[i].x * m[6] + this->launcher[i].y * m[7] + this->launcher[i].z * m[8];*/ this->launcher[i] = Vector (x, y, z); } for( int i = 0; i < 3 ; i++) delete m[i]; delete m; } void SpikeLauncher::fire() { // temporary solution to test the module updateFireDir(VECTOR_RAND(1), 20); printf("fireing spikes\n"); Projectile* pj = NULL; for (int i = 0; i < this->spikes; i++) { pj = this->getProjectile(); if (pj == NULL) // if true, we do have a problem!! return; // pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10))); pj->setVelocity(this->launcher[i] * 300.0); pj->setParent(PNode::getNullParent()); pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size); // Quaternion q; // pj->setRelDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1))); pj->setRelDir(90, this->launcher[i].x, this->launcher[i].y, this->launcher[i].z); pj->toList(this->getOMListNumber()); pj->activate(); } }