/* 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: 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 "space_ships/space_ship.h" #include #include "debug.h" #include "static_model.h" #include "effects/trail.h" #include "class_id_DEPRECATED.h" ObjectListDefinition(MBolt); CREATE_FAST_FACTORY_STATIC(MBolt); /** * standard constructor */ MBolt::MBolt () : Projectile() { this->registerObject(this, MBolt::_objectList); this->loadModel("models/projectiles/mbolt.obj",4); //this->loadModel("models/projectiles/laser.obj"); this->setMinEnergy(4); this->setHealthMax(0); this->lifeSpan = 3.0; this->angle = 0; //this->emitter = new DotEmitter(1000, 0, 0); this->emitter = new DotEmitter(50, 0, 0); this->emitter->setParent(this); this->emitter->setSpread(M_PI,M_PI); this->emitter->setInheritSpeed(this->velocity.len()); this->emitter->setEmissionRate(500.0); this->emitter->setEmissionVelocity(this->velocity.len()); 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_add.png"); this->mat->setDiffuseMap("laser.png",1); dynamic_cast(this->getModel())->addMaterial(this->mat); dynamic_cast(this->getModel())->finalize(); dynamic_cast(this->getModel())->rebuild(); this->buildObbTree(4); this->trail = new Trail(6, 4, .1, this); //this->trail->setParent( this); this->trail->setTexture( "maps/laser.png"); this->trail->setAbsCoor(this->getAbsCoor() - Vector(.7,0,0)); } /** * standard deconstructor * */ MBolt::~MBolt () { if (MBolt::explosionParticles != NULL && MBolt::objectList().size() <= 1) { if (ParticleSystem::objectList().exists(MBolt::explosionParticles)) delete MBolt::explosionParticles; MBolt::explosionParticles = NULL; PRINTF(1)("Deleting MBolt Explosion Particles\n"); } delete this->emitter; delete this->trail; } SpriteParticles* MBolt::explosionParticles = NULL; void MBolt::activate() { if (unlikely(MBolt::explosionParticles == NULL)) { MBolt::explosionParticles = new SpriteParticles(1000); MBolt::explosionParticles->setName("MBoltExplosionParticles"); MBolt::explosionParticles->setLifeSpan(.2, .1); 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->setPhysDamage(10); this->setElecDamage(0); this->setHealth(0); this->emitter->setSpread(0); this->emitter->setEmissionRate(10.0); this->emitter->setEmissionVelocity(50); } void MBolt::deactivate() { assert (MBolt::explosionParticles != NULL); MBolt::explosionParticles->removeEmitter(this->emitter); this->lifeCycle = 0.0; this->toList(OM_DEAD); this->removeNode(); MBolt::fastFactory->kill(this); } /* void MBolt::collidesWith(WorldEntity* entity, const Vector& location) { if (this->hitEntity != entity) this->destroy( entity ); this->hitEntity = entity; dynamic_cast(entity)->damage(this->getPhysDamage(),this->getElecDamage()); //this->destroy(this); this->deactivate(); return; //dynamic_cast(entity)->damage( this->getPhysDamage(), this->getElecDamage()); //entity->destroy(this); //this->deactivate(); }*/ /** * 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; this->trail->tick(dt); } /** * the function gets called, when the projectile is destroyed */ void MBolt::destroy (WorldEntity* killer) { //this->deactivate(); 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(0.75/4, 0.7/16, 0.7/16); // no double rescale this->mat->select(); dynamic_cast(this->getModel())->draw(); this->mat->unselect(); glScalef(4/.75,16/.7,16/.7); glTranslatef(-3,0,0); this->trail->draw(); glPopMatrix(); glPopAttrib(); }