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/*
   base/spacemine.cc
   This file is part of the Osirion project and is distributed under
   the terms and conditions of the GNU General Public License version 2
*/

#include "math/functions.h"
#include "core/entityprojectile.h"
#include "core/gameserver.h"
#include "base/spacemine.h"
#include "base/game.h"

namespace game
{

const Template   *SpaceMine::spacemine_template = 0;

SpaceMine::SpaceMine(const Weapon *weapon) : EntityDynamic()
{
	entity_moduletypeid = spacemine_enttype;
	set_name("Space mine");
	set_label("spacemine");
		
	set_flag(core::Entity::KeepAlive);
	set_shape(core::Entity::Sphere);
	
	// setting 
	set_radius(0);
	set_damage(0.0f);
	
	// use template settings if available
	if (spacemine_template) {
		spacemine_template->apply(this);
	}
	
	// item type model overrides template
	if (weapon) {
		set_info(weapon);
		if (weapon->modelname().size()) {
			set_modelname(weapon->modelname());
		}
		set_name(weapon->name());
		set_label(weapon->label());
		set_damage(weapon->damage());
	}
	
	// radius fallback
	if (!radius()) {
		if (model()->radius()) {
			set_radius(model()->radius());
		} else {
			set_radius(0.1f);
		}
	}

	spacemine_detonated_timestamp = 0;
	
	// activate physics
	set_mass(radius());
	reset();
	
	const float damp = Game::g_damping->value();
	body()->setDamping(damp, damp);
}

SpaceMine::~SpaceMine()
{

}

void SpaceMine::upkeep(const unsigned long timestamp)
{
	// space mines dissapear on upkeep
	die();
}

void SpaceMine::collision(core::Entity *other)
{
	if (state() == core::Entity::Destroyed) {
		return;
	}
	
	// mines explode on impact
	if ((other->type() == core::Entity::Dynamic) || (other->type() == core::Entity::Controlable)) {
		
		core::EntityDynamic *entity = static_cast<core::EntityDynamic *>(other);
				
		math::Vector3f explosion_direction(entity->location() - location());
		explosion_direction.normalize();
		
		math::Vector3f explosion_torque(math::randomf(2.0f) - 1.0f, math::randomf(2.0f) - 1.0f, math::randomf(2.0f) - 1.0f);
		explosion_torque.normalize();
		
		const float force = math::max(entity->mass(), entity->radius() * 100.0f);
	
		entity->body()->applyCentralImpulse(math::to_btVector3(explosion_direction * force ));
		entity->body()->applyTorqueImpulse(math::to_btVector3(explosion_torque * force * 0.1f));		
		
		entity->hit(this);
		
	} else if (other->type() == core::Entity::Projectile) {
		
		// hit by projectile
		core::EntityProjectile *projectile = static_cast<core::EntityProjectile *>(other);
		core::Player *assassin = 0;
		
		if (projectile->owner_id()) {
			assassin = core::server()->find_player(projectile->owner_id());			
		}		
		// send hit sound to assassin
		if (assassin) {
			assassin->sound("game/target_hit");
		}
	}
	
	spacemine_detonated_timestamp = core::game()->time();
	
	set_state(core::Entity::Destroyed);
	// this method is a bullet callback, we can not reset() here
}
	
void SpaceMine::frame(const unsigned long elapsed)
{
	EntityDynamic::frame(elapsed);
	
	if (state() == core::Entity::Destroyed) {
		
		if (body()) {
			reset();
		}
		
		// stay alive for 10 more seconds while explosion particles are drawn
		if (spacemine_detonated_timestamp + 10.0f < core::game()->time()) {
			die();
		}
	}
}

} // namespace game