/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 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: Patrick Boenzli co-programmer: Benjamin Grauer */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "mbolt.h" #include "state.h" #include "model.h" #include "particles/dot_emitter.h" #include "particles/sprite_particles.h" #include #include "debug.h" #include "static_model.h" #include "class_id_DEPRECATED.h" CREATE_FAST_FACTORY_STATIC(MBolt); /** * standard constructor */ MBolt::MBolt () : Projectile() { this->loadModel("models/projectiles/mbolt.obj",0.25); //this->loadModel("models/projectiles/laser.obj"); this->setMinEnergy(4); this->setHealthMax(0); this->lifeSpan = 5.0; this->angle = 0; this->emitter = new DotEmitter(40, 0, M_2_PI); this->emitter->setParent(this); this->emitter->setSpread(M_PI, M_PI); this->emitter->setEmissionRate(300.0); this->emitter->setEmissionVelocity(50.0); this->mat = new Material("mBolt"); //this->mat->setBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); this->mat->setBlendFunc(GL_SRC_ALPHA,GL_ONE); this->mat->setDiffuse(1,1,1); this->mat->setDiffuseMap("laser.png"); this->mat->setDiffuseMap("laser.png",1); dynamic_cast(this->getModel())->addMaterial(this->mat); dynamic_cast(this->getModel())->finalize(); } /** * standard deconstructor /** */ MBolt::~MBolt () { // delete this->emitter; if (MBolt::trailParticles != NULL && MBolt::objectList().size() <= 1) { if (ParticleSystem::objectList().exists(MBolt::trailParticles)) delete MBolt::trailParticles; MBolt::trailParticles = NULL; } if (MBolt::explosionParticles != NULL && MBolt::objectList().size() <= 1) { if (ParticleSystem::objectList().exists(MBolt::explosionParticles)) delete MBolt::explosionParticles; MBolt::explosionParticles = NULL; } } SpriteParticles* MBolt::trailParticles = NULL; SpriteParticles* MBolt::explosionParticles = NULL; void MBolt::activate() { if (unlikely(MBolt::trailParticles == NULL)) { MBolt::trailParticles = new SpriteParticles(3000); MBolt::trailParticles->setName("BoomerangProjectileTrailParticles"); MBolt::trailParticles->setMaterialTexture("maps/radial-trans-noise.png"); MBolt::trailParticles->setLifeSpan(1, 0); MBolt::trailParticles->setRadius(0.0, 1); MBolt::trailParticles->setRadius(1.0, 1); MBolt::trailParticles->setColor(0.0, 1,0,0,.9); MBolt::trailParticles->setColor(0.2, .8,.2,0,.9); MBolt::trailParticles->setColor(0.5, .8,.4,0,.8); MBolt::trailParticles->setColor(1.0, .8,.8,0,.7); } if (unlikely(MBolt::explosionParticles == NULL)) { MBolt::explosionParticles = new SpriteParticles(1000); MBolt::explosionParticles->setName("MBoltExplosionParticles"); MBolt::explosionParticles->setLifeSpan(.5, .3); MBolt::explosionParticles->setRadius(0.0, 10.0); MBolt::explosionParticles->setRadius(.5, 6.0); MBolt::explosionParticles->setRadius(1.0, 3.0); MBolt::explosionParticles->setColor(0.0, 1,1,0,.9); MBolt::explosionParticles->setColor(0.5, .8,.8,0,.5); MBolt::explosionParticles->setColor(1.0, .8,.8,.7,.0); } this->setDamage(50); this->setHealth(0); this->emitter->setSystem(MBolt::trailParticles); this->updateNode(0); this->emitter->setSpread(0); this->emitter->setEmissionRate(20.0); this->emitter->setEmissionVelocity(this->velocity.len()); } void MBolt::deactivate() { assert (MBolt::trailParticles != NULL); MBolt::trailParticles->removeEmitter(this->emitter); assert (MBolt::explosionParticles != NULL); MBolt::explosionParticles->removeEmitter(this->emitter); this->lifeCycle = 0.0; this->toList(OM_NULL); this->removeNode(); MBolt::fastFactory->kill(this); } void MBolt::collidesWith(WorldEntity* entity, const Vector& location) { if (this->hitEntity != entity && entity->isA(CL_NPC)) this->destroy( entity ); this->hitEntity = entity; } /** * signal tick, time dependent things will be handled here * @param dt time since last tick */ void MBolt::tick (float dt) { //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1); Vector v = this->velocity * dt; this->shiftCoor(v); if (this->tickLifeCycle(dt)) this->deactivate(); this->angle += MBolt::rotationSpeed * dt; } /** * the function gets called, when the projectile is destroyed */ void MBolt::destroy (WorldEntity* killer) { Projectile::destroy( killer ); PRINTF(5)("DESTROY MBolt\n"); this->lifeCycle = .95; //!< @todo calculate this usefully. this->emitter->setSystem(MBolt::explosionParticles); } void MBolt::draw () const { glPushAttrib(GL_ENABLE_BIT); glDisable(GL_LIGHTING); glPushMatrix(); float matrix[4][4]; glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile this->getAbsDir().matrix (matrix); glMultMatrixf((float*)matrix); glScalef(3.0, 0.7, 0.7); // no double rescale this->mat->select(); dynamic_cast(this->getModel())->draw(); this->mat->unselect(); glPopMatrix(); glPopAttrib(); }