/* 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: */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "projectile.h" #include "world_entity.h" #include "world_entities/weapons/weapon.h" #include "model.h" #include "sound/resource_sound_buffer.h" #include #include "debug.h" ObjectListDefinition(Projectile); /** * standard constructor */ Projectile::Projectile () : WorldEntity() { this->registerObject(this, Projectile::_objectList); this->lifeCycle = 0.0; this->lifeSpan = 1.0f; /* sec */ this->target = NULL; this->removeNode(); /* character attributes */ this->setHealth(1.0f); this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points this->physDamage = 0.0f; this->elecDamage = 0.0f; //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); } /** * standard deconstructor */ Projectile::~Projectile () { /* do not delete the test projectModel, since it is pnode and will be cleaned out by world */ //delete this->projectileModel; } Projectile::Projectile (float pDamage, float eDamage, PNode* target) : WorldEntity() { this->registerObject(this, Projectile::_objectList); this->lifeCycle = 0.0; this->lifeSpan = 1.0f; /* sec */ this->removeNode(); /* character attributes */ this->setHealth(1.0f); this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points this->physDamage = pDamage; this->elecDamage = eDamage; this->target = target; //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); } void Projectile::initialize(float pDamage, float eDamage, PNode* target) { /* character attributes*/ this->physDamage = pDamage; this->elecDamage = eDamage; this->target = target; } void Projectile::loadExplosionSound(const std::string& explosionSound) { if (!explosionSound.empty()) this->explosionBuffer = OrxSound::ResourceSoundBuffer(explosionSound); else this->explosionBuffer = OrxSound::SoundBuffer(); } void Projectile::loadEngineSound(const std::string& engineSound) { if (!engineSound.empty()) this->engineBuffer = OrxSound::ResourceSoundBuffer(engineSound); else this->engineBuffer = OrxSound::SoundBuffer(); } void Projectile::setMinEnergy(float energyMin) { this->energyMin = energyMin; } /** * this sets the flight direction of the projectile * @param directin in which to flight this function will calculate a vector out of this to be used in the tick function */ void Projectile::setFlightDirection(const Quaternion& flightDirection) { Vector v(1, 0, 0); this->flightDirection = flightDirection.apply(v); this->flightDirection.normalize(); } /** * sets the velocity vector to a spec speed * @param velocity: vector of the velocity */ void Projectile::setVelocity(const Vector &velocity) { //Vector offsetVel = this->velocity = velocity; // offsetVel.normalize(); //this->velocity += (offsetVel * 50.0); } void Projectile::setTarget(PNode* target) { if (this->target == NULL) this->target = new PNode(target, PNODE_REPARENT_ON_PARENTS_REMOVE | PNODE_REPARENT_TO_NULL | PNODE_PROHIBIT_DELETE_WITH_PARENT); else this->target->setParent(target); } void Projectile::collidesWith (SpaceShip* target, const Vector& location) { target->damage(this->physDamage, this->elecDamage); this->destroy(target); } /** * this function gets called by tick to calculate the new flight direction * @param curDirection direction vector * @param estTargetDir target vector, pointing to where the target will be on hit * @param angle = tick * turningSpeed * @return normalized (new) direction vector */ Vector Projectile::newDirection(Vector curDirection, Vector estTargetDir, float angle) { float tmp = angleDeg ( curDirection, estTargetDir); if (tmp == 0) { return curDirection; } if( angle > tmp ) { angle = tmp; } //Vector n = curDirection.cross(estTargetDir); //Vector d = n.cross(curDirection); Vector d = curDirection.cross(estTargetDir).cross(curDirection); d.normalize(); if( angle == 90) { return d; } Vector newDir = curDirection + d * curDirection.len() * tan (angle); newDir.normalize(); return newDir; } /** * signal tick, time dependent things will be handled here * @param dt since last tick */ void Projectile::tick (float dt) { float tti = 0; //!< time to impact Vector estTargetDir = (this->target->getRelCoor() + this->target->getVelocity()); this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * dt ) * this->velocity.len(); Vector v = this->velocity * (dt); this->shiftCoor(v); if (this->tickLifeCycle(dt)) this->destroy( NULL ); } /** * the function gets called, when the projectile is destroyed */ void Projectile::destroy (WorldEntity* killer) { if (this->explosionBuffer.loaded()) this->soundSource.play(this->explosionBuffer); }