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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/projectile.cc @ 9969

Last change on this file since 9969 was 9969, checked in by nicolasc, 17 years ago

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[3573]1
2
[4597]3/*
[3573]4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Patrick Boenzli
[4597]15   co-programmer:
[3573]16*/
[5357]17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[3573]18
19#include "projectile.h"
[3618]20
[3573]21#include "world_entity.h"
[6434]22#include "world_entities/weapons/weapon.h"
[3678]23#include "model.h"
[9869]24#include "sound/resource_sound_buffer.h"
[3573]25
[9964]26#include <cmath>
27
[8362]28#include "debug.h"
[3573]29
[9869]30ObjectListDefinition(Projectile);
[3573]31
[3578]32/**
[4836]33 *  standard constructor
[3578]34*/
[4932]35Projectile::Projectile () : WorldEntity()
[3573]36{
[9869]37  this->registerObject(this, Projectile::_objectList);
[4597]38
[4890]39  this->lifeCycle = 0.0;
[5063]40  this->lifeSpan = 1.0f; /* sec */
[6078]41  this->target = NULL;
[5769]42  this->removeNode();
[7084]43
[8190]44  /* character attributes */
45  this->setHealth(1.0f);
[9235]46  this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points
[8190]47
[9960]48  this->physDamage = 0.0f;
49  this->elecDamage = 0.0f;
[9656]50  //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[3573]51}
52
53
[3578]54/**
[4836]55 *  standard deconstructor
[3578]56*/
[4597]57Projectile::~Projectile ()
[3573]58{
[4597]59  /*
60     do not delete the test projectModel, since it is pnode
61     and will be cleaned out by world
[3629]62  */
63  //delete this->projectileModel;
[3573]64}
65
[9960]66Projectile::Projectile (float pDamage, float eDamage, PNode* target) : WorldEntity()
67{
68  this->registerObject(this, Projectile::_objectList);
[3578]69
[9960]70  this->lifeCycle = 0.0;
71  this->lifeSpan = 1.0f; /* sec */
72  this->removeNode();
73
74  /* character attributes */
75  this->setHealth(1.0f);
76  this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points
77
78  this->physDamage = pDamage;
79  this->elecDamage = eDamage;
80  this->target = target;
81
82  //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
83}
84
85void Projectile::initialize(float pDamage, float eDamage, PNode* target)
86{
87  /* character attributes*/
88  this->physDamage = pDamage;
89  this->elecDamage = eDamage;
90  this->target = target;
91}
92
93
[7221]94void Projectile::loadExplosionSound(const std::string& explosionSound)
[7084]95{
[9869]96  if (!explosionSound.empty())
97    this->explosionBuffer = OrxSound::ResourceSoundBuffer(explosionSound);
[7084]98  else
[9869]99    this->explosionBuffer = OrxSound::SoundBuffer();
[7084]100}
101
102
[7221]103void Projectile::loadEngineSound(const std::string& engineSound)
[7084]104{
[9869]105  if (!engineSound.empty())
106    this->engineBuffer = OrxSound::ResourceSoundBuffer(engineSound);
[7084]107  else
[9869]108    this->engineBuffer = OrxSound::SoundBuffer();
[7084]109}
110
111
[6431]112void Projectile::setMinEnergy(float energyMin)
[4948]113{
114  this->energyMin = energyMin;
115}
116
117
[3578]118/**
[4836]119 *  this sets the flight direction of the projectile
120 * @param directin in which to flight
[3632]121
122   this function will calculate a vector out of this to be used in the
123   tick function
124*/
[4927]125void Projectile::setFlightDirection(const Quaternion& flightDirection)
[3632]126{
127  Vector v(1, 0, 0);
[4890]128  this->flightDirection = flightDirection.apply(v);
129  this->flightDirection.normalize();
[3632]130}
131
132/**
[4836]133 *  sets the velocity vector to a spec speed
134 * @param velocity: vector of the velocity
[4464]135*/
136void Projectile::setVelocity(const Vector &velocity)
137{
[4955]138  //Vector offsetVel =
139  this->velocity = velocity;
[9869]140  // offsetVel.normalize();
[4955]141  //this->velocity += (offsetVel * 50.0);
[4464]142}
143
[5766]144
145
146void Projectile::setTarget(PNode* target)
147{
[6078]148  if (this->target == NULL)
[9869]149    this->target = new PNode(target, PNODE_REPARENT_ON_PARENTS_REMOVE | PNODE_REPARENT_TO_NULL | PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6078]150  else
151    this->target->setParent(target);
[5766]152}
153
154
[9959]155void Projectile::collidesWith (SpaceShip* target, const Vector& location)
[9957]156{
[9959]157  target->damage(this->physDamage, this->elecDamage);
158  this->destroy(target);
[9957]159}
160
[9964]161
[4464]162/**
[9964]163 *  this function gets called by tick to calculate the new flight direction
164 *  @param curDirection direction vector
165 *  @param estTargetDir target vector, pointing to where the target will be on hit
166 *  @param angle = tick * turningSpeed
167 *  @return normalized (new) direction vector
168*/
169Vector Projectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
170{
171  float tmp = angleDeg ( curDirection, estTargetDir);
172  if (tmp == 0) { return curDirection; }
173
174  if( angle >  tmp ) { angle = tmp; }
175
176  //Vector n = curDirection.cross(estTargetDir);
177  //Vector d = n.cross(curDirection);
178  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
179  d.normalize();
180  if( angle == 90) { return d; }
181
182  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
183  newDir.normalize();
184  return newDir;
185}
186
187
188/**
[4927]189 * signal tick, time dependent things will be handled here
[6056]190 * @param dt since last tick
[3578]191*/
[6056]192void Projectile::tick (float dt)
[3632]193{
[9969]194  float tti;  //!< time to impact
195  Vector estTargetDir = (this->target->getRelCoor() + this->target->getVelocity());
[9964]196  this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * dt ) * this->velocity.len();
[6056]197  Vector v = this->velocity * (dt);
[3686]198  this->shiftCoor(v);
[3683]199
[6056]200  if (this->tickLifeCycle(dt))
[9235]201    this->destroy( NULL );
[3632]202}
[3573]203
204
[3578]205/**
[4836]206 *  the function gets called, when the projectile is destroyed
[3578]207*/
[9235]208void Projectile::destroy (WorldEntity* killer)
[7084]209{
[9869]210  if (this->explosionBuffer.loaded())
[7084]211    this->soundSource.play(this->explosionBuffer);
212}
[9964]213
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