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source: orxonox.OLD/branches/cleanup/src/world_entities/projectiles/swarm_projectile.cc @ 10601

Last change on this file since 10601 was 10601, checked in by rennerc, 17 years ago

i hope i fixed some bugs :D

File size: 7.6 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 orx
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
12   main-programmer: Marc Schaerrer, Nicolas Schlumberger
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"
24#include "space_ships/space_ship.h"
25#include "effects/trail.h"
26
27#include "debug.h"
28
29
30
31#include "math/vector.h"
32
33ObjectListDefinition(SwarmProjectile);
34CREATE_FAST_FACTORY_STATIC(SwarmProjectile);
35
36/**
37 *  standard constructor
38*/
39SwarmProjectile::SwarmProjectile () : Projectile()
40{
41  this->loadModel("models/projectiles/swarm_projectile.obj", .333); // no double rescale (see draw())
42  this->loadExplosionSound("sounds/explosions/explosion_4.wav");
43
44
45  this->setMinEnergy(1);
46  this->setHealthMax(10);
47  this->lifeSpan = 4.0;
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);
53
54  this->turningSpeed = 10;
55
56  this->physDamage = 200;
57  this->elecDamage = 0;
58
59  this->trail = new Trail(2.5,4,.2, this);
60  //this->trail->setParent( this);
61  this->trail->setTexture( "textures/laser.png");
62 
63  this->maxVelocity = 300;
64
65  this->rotationSpeed = 360;
66  this->angle = 0;
67
68
69  this->origList = this->getOMListNumber();
70  this->toList(OM_ENVIRON);
71}
72
73
74/**
75 *  standard deconstructor
76*/
77SwarmProjectile::~SwarmProjectile ()
78{
79
80  if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1)
81  {
82    if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles))
83      delete SwarmProjectile::explosionParticles;
84    SwarmProjectile::explosionParticles = NULL;
85  }
86  // delete this->emitter;
87  delete this->trail;
88}
89
90SpriteParticles* SwarmProjectile::explosionParticles = NULL;
91
92
93
94void SwarmProjectile::activate()
95{
96  this->toList(OM_ENVIRON);
97  if (unlikely(SwarmProjectile::explosionParticles == NULL))
98  {
99    SwarmProjectile::explosionParticles = new SpriteParticles(200);
100    SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles");
101    SwarmProjectile::explosionParticles->setMaterialTexture("textures/radial-trans-noise.png");
102    SwarmProjectile::explosionParticles->setLifeSpan(.5, .3);
103    SwarmProjectile::explosionParticles->setRadius(0.0, 10);
104    SwarmProjectile::explosionParticles->setRadius(.5, 15.0);
105    SwarmProjectile::explosionParticles->setRadius(1.0, 10.0);
106    SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1);
107    SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8);
108    SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8);
109    SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0);
110  }
111
112  this->emitter->setEmissionRate(50.0);
113  this->emitter->setEmissionVelocity(0.0);
114  this->emitter->setInheritSpeed(0);
115
116  this->setHealth(10.0* (float)rand()/(float)RAND_MAX);
117
118  this->maxVelocity = 300;
119
120  this->rotationSpeed = 360;
121  this->angle = 0;
122
123  this->curDir = this->lastDir = this->velocity;
124}
125
126
127void SwarmProjectile::deactivate()
128{
129  this->emitter->setSystem(NULL);
130  this->lifeCycle = 0.0;
131
132  this->toList(OM_DEAD);
133  this->removeNode();
134  SwarmProjectile::fastFactory->kill(this);
135}
136
137
138void SwarmProjectile::hit (WorldEntity* entity, float damage)
139{
140  if (this->hitEntity != entity)
141    this->destroy( entity );
142  this->hitEntity = entity;
143  //dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),this->getElecDamage());
144 // this->destroy(this);
145  this->deactivate();
146}
147
148
149void SwarmProjectile::setTarget(PNode* target)
150{
151    this->target = target;
152}
153
154
155
156/**
157 *  this function gets called by tick to calculate the new flight direction
158 *  @param curDirection direction vector
159 *  @param estTargetDir target vector, pointing to where the target will be on hit
160 *  @param angle = tick * turningSpeed
161 *  @return (new) direction vector
162*/
163Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
164{
165  if (unlikely(curDirection.len() == 0))
166    return curDirection;
167  //printf("recalculating direction\n");
168  float tmp = angleRad ( curDirection, estTargetDir);
169  if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); }
170//   printf("turning angle: %f\ntemp: %f\n", angle, tmp);
171
172  if( fabsf(angle) >  fabsf(tmp) )
173    angle = tmp;
174  else
175    angle *= tmp/fabsf(tmp);
176
177  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
178  d.normalize();
179  if( unlikely( fabsf(angle) == 90)) { return d; } //avoid complication
180
181  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
182  newDir.normalize();
183  newDir *= curDirection.len();
184  return newDir;
185}
186
187
188
189
190/**
191 *  signal tick, time dependent things will be handled here
192 * @param time since last tick
193*/
194void SwarmProjectile::tick (float time)
195{
196  if(unlikely(this->target == NULL)) /** Check whether the target still exists*/
197    this->deactivate();
198
199
200
201/** old  guiding function*/
202
203  float projectileVelocity = this->getVelocity().len();
204  if (target != NULL){
205    Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
206    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
207  }
208  else
209    if (likely(projectileVelocity != 0 || projectileVelocity != this->maxVelocity) )
210      this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max
211/*
212  printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
213  printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z);*/
214
215  this->shiftCoor(this->velocity * time);
216
217  if(this->tickLifeCycle(time))
218    this->deactivate();
219
220  this->trail->tick(time);
221
222  this->angle += this->rotationSpeed * time;
223
224  while (this->angle > 360)
225  {
226    this->angle -= 360;
227  }
228
229  this->lastDir = this->curDir;
230  this->curDir = this->velocity;
231
232  if( this->target != NULL && (this->getAbsCoor() - this->target->getAbsCoor()).len() < 3)   // HACK  Temp fake workaround for collision :)
233  {
234    dynamic_cast<WorldEntity*>(target)->destroy(this); //hit(this->getDamage(), this);
235    this->deactivate();
236    PRINTF(0)("Target was hit by Swarm Missile!\n");
237  }
238  else if( this->target == NULL)
239    this->deactivate();
240}
241
242/**
243 *  the function gets called, when the projectile is destroyed
244 */
245void SwarmProjectile::destroy (WorldEntity* killer)
246{
247
248//   printf("THIS SHOULD WORK!\n");
249
250  Projectile::destroy( killer );
251  PRINTF(5)("DESTROY SwarmProjectile\n");
252  this->lifeCycle = .95; //!< @todo calculate this usefully.
253  this->emitter->setSystem(SwarmProjectile::explosionParticles);
254
255  this->emitter->setEmissionRate(1000.0);
256  this->emitter->setEmissionVelocity(50.0);
257  this->deactivate();
258
259}
260
261
262void SwarmProjectile::draw () const
263{
264  glMatrixMode(GL_MODELVIEW);
265  glPushMatrix();
266
267  Vector tmpDir = this->curDir; // *.7 + this->lastDir * .3;
268  tmpDir.slerpTo(this->lastDir, .4);
269
270  float matrix[4][4];
271  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
272  Vector tmpRot = this->getAbsCoor().cross(tmpDir);
273  glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z );
274  glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile
275  this->getAbsDir().matrix (matrix);
276  glMultMatrixf((float*)matrix);
277  this->getModel()->draw();
278  glTranslatef(-.9,0,0);
279  this->trail->draw();
280  glPopMatrix();
281}
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