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source: orxonox.OLD/branches/cleanup/src/world_entities/projectiles/swarm_projectile.cc @ 10603

Last change on this file since 10603 was 10603, checked in by nicolasc, 17 years ago

minor improments

File size: 7.7 KB
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[10004]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
[10104]4   Copyright (C) 2004-2006 orx
[10004]5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
[10104]12   main-programmer: Marc Schaerrer, Nicolas Schlumberger
[10004]13   co-programmer:
14
15*/
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "swarm_projectile.h"
19
20#include "state.h"
21
22#include "particles/dot_emitter.h"
23#include "particles/sprite_particles.h"
[10064]24#include "space_ships/space_ship.h"
[10081]25#include "effects/trail.h"
[10004]26
27#include "debug.h"
28
29
[10366]30
[10079]31#include "math/vector.h"
32
[10366]33ObjectListDefinition(SwarmProjectile);
[10004]34CREATE_FAST_FACTORY_STATIC(SwarmProjectile);
35
36/**
37 *  standard constructor
38*/
39SwarmProjectile::SwarmProjectile () : Projectile()
40{
[10579]41  this->loadModel("models/projectiles/swarm_projectile.obj", .333); // no double rescale (see draw())
[10415]42  this->loadExplosionSound("sounds/explosions/explosion_4.wav");
[10004]43
44
45  this->setMinEnergy(1);
46  this->setHealthMax(10);
[10064]47  this->lifeSpan = 4.0;
[10004]48  this->agility = 3.5;
49
50  this->emitter = new DotEmitter(100, 5, M_2_PI);
51  this->emitter->setParent(this);
52  this->emitter->setSpread(M_PI, M_PI);
[10037]53
[10132]54  this->turningSpeed = 10;
[10080]55
56  this->physDamage = 200;
[10104]57  this->elecDamage = 0;
[10081]58
[10603]59  this->trail = new Trail(2.5, 4, .2, this);
[10420]60  this->trail->setTexture( "textures/laser.png");
[10345]61
[10603]62//   this->maxVelocity = 300;
63
64  this->smoke = new Trail(20, 10, .3, this);
65  this->smoke->setTexture ("textures/engine.png");
66
[10601]67  this->angle = 0;
[10345]68
[10601]69
[10603]70
[10345]71  this->origList = this->getOMListNumber();
72  this->toList(OM_ENVIRON);
[10004]73}
74
75
76/**
77 *  standard deconstructor
78*/
79SwarmProjectile::~SwarmProjectile ()
80{
81
82  if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1)
83  {
84    if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles))
85      delete SwarmProjectile::explosionParticles;
86    SwarmProjectile::explosionParticles = NULL;
87  }
[10081]88  // delete this->emitter;
89  delete this->trail;
[10603]90  delete this->smoke;
[10004]91}
92
93SpriteParticles* SwarmProjectile::explosionParticles = NULL;
94
95
96
97void SwarmProjectile::activate()
98{
[10168]99  this->toList(OM_ENVIRON);
[10004]100  if (unlikely(SwarmProjectile::explosionParticles == NULL))
101  {
102    SwarmProjectile::explosionParticles = new SpriteParticles(200);
[10073]103    SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles");
[10420]104    SwarmProjectile::explosionParticles->setMaterialTexture("textures/radial-trans-noise.png");
[10004]105    SwarmProjectile::explosionParticles->setLifeSpan(.5, .3);
106    SwarmProjectile::explosionParticles->setRadius(0.0, 10);
107    SwarmProjectile::explosionParticles->setRadius(.5, 15.0);
108    SwarmProjectile::explosionParticles->setRadius(1.0, 10.0);
109    SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1);
110    SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8);
111    SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8);
112    SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0);
113  }
114
[10078]115  this->emitter->setEmissionRate(50.0);
[10004]116  this->emitter->setEmissionVelocity(0.0);
[10078]117  this->emitter->setInheritSpeed(0);
[10004]118
119  this->setHealth(10.0* (float)rand()/(float)RAND_MAX);
[10079]120
[10603]121//   this->maxVelocity = 300;
[10079]122
[10603]123//   this->rotationSpeed = 360;
[10079]124  this->angle = 0;
[10087]125
126  this->curDir = this->lastDir = this->velocity;
[10004]127}
128
129
130void SwarmProjectile::deactivate()
131{
132  this->emitter->setSystem(NULL);
133  this->lifeCycle = 0.0;
134
135  this->toList(OM_DEAD);
136  this->removeNode();
137  SwarmProjectile::fastFactory->kill(this);
138}
139
140
[10261]141void SwarmProjectile::hit (WorldEntity* entity, float damage)
[10004]142{
143  if (this->hitEntity != entity)
144    this->destroy( entity );
145  this->hitEntity = entity;
[10117]146  //dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),this->getElecDamage());
[10261]147 // this->destroy(this);
148  this->deactivate();
[10004]149}
150
[10035]151
[10080]152void SwarmProjectile::setTarget(PNode* target)
153{
154    this->target = target;
155}
[10035]156
[10080]157
158
[10004]159/**
[10035]160 *  this function gets called by tick to calculate the new flight direction
161 *  @param curDirection direction vector
162 *  @param estTargetDir target vector, pointing to where the target will be on hit
163 *  @param angle = tick * turningSpeed
164 *  @return (new) direction vector
165*/
166Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
167{
[10038]168  if (unlikely(curDirection.len() == 0))
169    return curDirection;
[10080]170  //printf("recalculating direction\n");
171  float tmp = angleRad ( curDirection, estTargetDir);
[10035]172  if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); }
[10080]173//   printf("turning angle: %f\ntemp: %f\n", angle, tmp);
[10035]174
[10366]175  if( fabsf(angle) >  fabsf(tmp) )
[10132]176    angle = tmp;
177  else
178    angle *= tmp/fabsf(tmp);
[10035]179
180  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
181  d.normalize();
[10132]182  if( unlikely( fabsf(angle) == 90)) { return d; } //avoid complication
[10035]183
184  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
185  newDir.normalize();
186  newDir *= curDirection.len();
187  return newDir;
188}
189
190
191
192
193/**
[10004]194 *  signal tick, time dependent things will be handled here
195 * @param time since last tick
196*/
197void SwarmProjectile::tick (float time)
198{
[10196]199  if(unlikely(this->target == NULL)) /** Check whether the target still exists*/
200    this->deactivate();
201
[10004]202
203
[10271]204/** old  guiding function*/
[10153]205
[10080]206  float projectileVelocity = this->getVelocity().len();
[10087]207  if (target != NULL){
[10132]208    Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
[10080]209    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
[10087]210  }
211  else
[10104]212    if (likely(projectileVelocity != 0 || projectileVelocity != this->maxVelocity) )
[10087]213      this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max
[10271]214/*
215  printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
216  printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z);*/
[10035]217
[10153]218  this->shiftCoor(this->velocity * time);
[10080]219
[10004]220  if(this->tickLifeCycle(time))
221    this->deactivate();
[10037]222
[10087]223  this->trail->tick(time);
[10603]224  this->smoke->tick(time);
[10081]225
[10087]226  this->angle += this->rotationSpeed * time;
[10601]227
[10188]228  while (this->angle > 360)
[10601]229  {
[10188]230    this->angle -= 360;
[10601]231  }
[10087]232
233  this->lastDir = this->curDir;
234  this->curDir = this->velocity;
[10345]235
[10545]236  if( this->target != NULL && (this->getAbsCoor() - this->target->getAbsCoor()).len() < 3)   // HACK  Temp fake workaround for collision :)
[10095]237  {
[10539]238    dynamic_cast<WorldEntity*>(target)->destroy(this); //hit(this->getDamage(), this);
[10345]239    this->deactivate();
[10539]240    PRINTF(0)("Target was hit by Swarm Missile!\n");
[10168]241  }
[10539]242  else if( this->target == NULL)
243    this->deactivate();
[10004]244}
245
246/**
247 *  the function gets called, when the projectile is destroyed
248 */
249void SwarmProjectile::destroy (WorldEntity* killer)
250{
251
[10109]252//   printf("THIS SHOULD WORK!\n");
[10004]253
254  Projectile::destroy( killer );
255  PRINTF(5)("DESTROY SwarmProjectile\n");
256  this->lifeCycle = .95; //!< @todo calculate this usefully.
257  this->emitter->setSystem(SwarmProjectile::explosionParticles);
258
259  this->emitter->setEmissionRate(1000.0);
260  this->emitter->setEmissionVelocity(50.0);
[10073]261  this->deactivate();
[10004]262
263}
264
265
266void SwarmProjectile::draw () const
267{
268  glMatrixMode(GL_MODELVIEW);
269  glPushMatrix();
270
[10132]271  Vector tmpDir = this->curDir; // *.7 + this->lastDir * .3;
272  tmpDir.slerpTo(this->lastDir, .4);
[10087]273
[10004]274  float matrix[4][4];
275  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
[10087]276  Vector tmpRot = this->getAbsCoor().cross(tmpDir);
[10547]277  glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z );
[10037]278  glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile
[10004]279  this->getAbsDir().matrix (matrix);
280  glMultMatrixf((float*)matrix);
281  this->getModel()->draw();
[10081]282  glTranslatef(-.9,0,0);
283  this->trail->draw();
[10603]284  glTranslatef( -1.1, 0, 0);
285  this->smoke->draw();
[10004]286  glPopMatrix();
287}
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