1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004-2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific |
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12 | main-programmer: Nicolas Schlumberger, Marc Schaerrer |
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13 | co-programmer: Benjamin Grauer |
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14 | |
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15 | */ |
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16 | |
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17 | |
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18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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19 | |
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20 | #include "spike_ball.h" |
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21 | |
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22 | #include "state.h" |
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23 | #include "model.h" |
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24 | |
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25 | #include "particles/dot_emitter.h" |
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26 | #include "particles/sprite_particles.h" |
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27 | |
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28 | #include <cassert> |
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29 | #include "debug.h" |
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30 | |
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31 | #include "space_ships/space_ship.h" |
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32 | |
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33 | |
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34 | #include "class_id_DEPRECATED.h" |
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35 | ObjectListDefinition(SpikeBall); |
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36 | CREATE_FAST_FACTORY_STATIC(SpikeBall); |
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37 | |
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38 | /** |
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39 | * standard constructor |
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40 | */ |
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41 | SpikeBall::SpikeBall () : ProjectileWeapon() |
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42 | { |
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43 | this->registerObject(this, SpikeBall::_objectList); |
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44 | |
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45 | this->loadModel("models/projectiles/spike_ball.obj", .25); |
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46 | |
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47 | this->setMinEnergy(1); |
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48 | this->setHealthMax(1); |
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49 | this->lifeSpan = 1.0; |
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50 | |
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51 | this->emitter = new DotEmitter(100, 5, M_2_PI); |
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52 | this->emitter->setParent(this); |
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53 | this->emitter->setSpread(M_PI, M_PI); |
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54 | this->emitter->setEmissionRate(300.0); |
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55 | this->emitter->setEmissionVelocity(50.0); |
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56 | |
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57 | // this->speed = 150; |
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58 | /* |
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59 | this->angle = 0; |
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60 | this->rotationSpeed = 130;*/ |
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61 | this->setRotationSpeed(130); |
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62 | |
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63 | this->halo = new Billboard(); |
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64 | this->halo->setSize(2, 2); |
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65 | this->halo->setTexture("hbolt_halo.png"); |
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66 | |
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67 | this->setFragments(26); |
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68 | |
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69 | this->size = 4; |
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70 | |
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71 | this->launcher = new Vector [this->getFragments()]; |
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72 | |
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73 | // this->fastFactory = tFastFactory<Spike>::getFastFactory(CL_SPIKE, "Spike"); |
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74 | |
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75 | /* |
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76 | this->weaponMan = new WeaponManager(dynamic_cast<WorldEntity*>(this)); |
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77 | this->weaponMan->setParentEntity(this); |
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78 | this->weaponMan->setSlotCount(1); |
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79 | this->weaponMan->setSlotPosition(0, Vector(0, 0, 0)); |
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80 | this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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81 | |
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82 | Weapon* cannon = new SpikeLauncher(); |
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83 | cannon->setName( "SpikeLauncher"); |
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84 | this->weaponMan->addWeapon(cannon, 0, 0); |
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85 | this->weaponMan->changeWeaponConfig(0); |
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86 | |
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87 | this->weaponMan->getWeapon(0)->increaseEnergy(50);*/ |
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88 | } |
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89 | |
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90 | |
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91 | /** |
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92 | * standard deconstructor |
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93 | */ |
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94 | SpikeBall::~SpikeBall () |
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95 | { |
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96 | // delete this->emitter; |
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97 | |
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98 | /* this is normaly done by World.cc by deleting the ParticleEngine */ |
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99 | if (SpikeBall::explosionParticles != NULL && SpikeBall::objectList().size() <= 1) |
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100 | { |
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101 | //if (ClassList::exists(SpikeBall::explosionParticles, CL_PARTICLE_SYSTEM)) |
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102 | // delete SpikeBall::explosionParticles; |
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103 | PRINTF(1)("Deleting SpikeBall Particles\n"); |
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104 | SpikeBall::explosionParticles = NULL; |
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105 | } |
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106 | |
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107 | } |
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108 | |
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109 | SpriteParticles* SpikeBall::explosionParticles = NULL; |
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110 | |
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111 | void SpikeBall::activate() |
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112 | { |
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113 | if (unlikely(SpikeBall::explosionParticles == NULL)) |
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114 | { |
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115 | SpikeBall::explosionParticles = new SpriteParticles(1000); |
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116 | SpikeBall::explosionParticles->setName("BoltExplosionParticles"); |
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117 | SpikeBall::explosionParticles->setLifeSpan(.5, .3); |
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118 | SpikeBall::explosionParticles->setRadius(0.0, 10.0); |
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119 | SpikeBall::explosionParticles->setRadius(.5, 6.0); |
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120 | SpikeBall::explosionParticles->setRadius(1.0, 3.0); |
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121 | SpikeBall::explosionParticles->setColor(0.0, 1,1,0,.9); |
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122 | SpikeBall::explosionParticles->setColor(0.5, .8,.8,0,.5); |
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123 | SpikeBall::explosionParticles->setColor(1.0, .8,.8,.7,.0); |
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124 | } |
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125 | this->setDamage(5); |
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126 | this->setHealth(10); |
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127 | this->setRotationAxis(VECTOR_RAND(1)); |
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128 | this->setAngle(); |
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129 | |
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130 | this->launcher[0] = Vector(1.0, 0.0, 0.0); |
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131 | this->launcher[1] = Vector(0.0, 1.0, 0.0); |
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132 | this->launcher[2] = Vector(0.0, 0.0, 1.0); |
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133 | |
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134 | this->launcher[3] = Vector(1.0, 1.0, 0.0); |
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135 | this->launcher[4] = Vector(0.0, 1.0, 1.0); |
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136 | this->launcher[5] = Vector(1.0, 0.0, 1.0); |
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137 | this->launcher[6] = Vector(1.0, -1.0, 0.0); |
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138 | this->launcher[7] = Vector(0.0, 1.0, -1.0); |
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139 | this->launcher[8] = Vector(-1.0, 0.0, 1.0); |
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140 | |
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141 | this->launcher[9] = Vector(-1.0, 1.0, 1.0); |
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142 | this->launcher[10] = Vector(1.0, 1.0, 1.0); |
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143 | this->launcher[11] = Vector(1.0, -1.0, 1.0); |
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144 | this->launcher[12] = Vector(-1.0, -1.0, 1.0); |
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145 | |
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146 | int tmp = this->getFragments() / 2; |
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147 | for (int i = 0; i < tmp; i++) |
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148 | { |
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149 | this->launcher[i].normalize(); |
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150 | this->launcher[tmp + i] = this->launcher[i] * (-1); |
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151 | } |
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152 | } |
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153 | |
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154 | |
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155 | void SpikeBall::deactivate() |
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156 | { |
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157 | assert (SpikeBall::explosionParticles != NULL); |
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158 | SpikeBall::explosionParticles->removeEmitter(this->emitter); |
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159 | this->lifeCycle = 0.0; |
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160 | |
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161 | this->toList(OM_NULL); |
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162 | this->removeNode(); |
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163 | SpikeBall::fastFactory->kill(this); |
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164 | } |
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165 | |
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166 | |
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167 | void SpikeBall::collidesWith(WorldEntity* entity, const Vector& location) |
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168 | { |
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169 | PRINTF(0)("Collision with SpikeBall\n"); |
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170 | if (this->hitEntity != entity && entity->isA(CL_NPC)) |
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171 | this->destroy( entity ); |
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172 | this->hitEntity = entity; |
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173 | dynamic_cast<SpaceShip*>(entity)->damage(this->getDamage(),0); |
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174 | // this->deactivate(); |
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175 | } |
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176 | |
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177 | |
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178 | void SpikeBall::blow() |
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179 | { |
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180 | Spike* pj = NULL; |
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181 | /* printf( "KA-" );*/ |
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182 | for ( int i = 0; i < this->getFragments(); i++) |
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183 | { |
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184 | pj = new Spike(); |
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185 | assert( pj ); |
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186 | /* printf(" %i", i);*/ |
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187 | pj->setParent(PNode::getNullParent()); |
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188 | |
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189 | pj->setVelocity(this->launcher[i].getNormalized() * 250.0); |
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190 | |
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191 | pj->setParent(PNode::getNullParent()); |
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192 | pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size); |
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193 | Quaternion q; |
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194 | pj->setAbsDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1))); |
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195 | |
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196 | pj->toList(this->getOMListNumber()); |
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197 | |
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198 | /* |
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199 | pj->setAbsCoor(this->getAbsCoor() + VECTOR_RAND(3)); |
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200 | pj->setAbsDir(this->getAbsDir());*/ |
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201 | pj->activate(); |
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202 | } |
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203 | /* printf( "BOOM\n" );*/ |
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204 | } |
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205 | |
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206 | |
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207 | void SpikeBall::updateFireDir(){ |
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208 | |
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209 | float** m = new float* [3]; |
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210 | for( int i = 0; i < 3 ; i++) |
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211 | m[i] = new float; |
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212 | |
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213 | float nx, ny, nz, ca, sa; |
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214 | |
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215 | nx = this->getRotationAxis().x; |
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216 | ny = this->getRotationAxis().y; |
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217 | nz = this->getRotationAxis().z; |
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218 | |
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219 | ca = cos (this->getAngle()); |
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220 | sa = sin (this->getAngle()); |
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221 | // final version below... easier to to cheat with the one above. |
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222 | |
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223 | m[0][0] = nx * nx * (1 - ca) + ca; |
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224 | m[0][1] = nx * ny * (1 - ca) + nz * sa; |
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225 | m[0][2] = nx * nz * (1 - ca) - ny * sa; |
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226 | m[1][0] = nx * nz * (1 - ca) - nz * sa; |
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227 | m[1][1] = ny * ny * (1 - ca) + ca; |
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228 | m[1][2] = ny * nz * (1 - ca) + nx * sa; |
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229 | m[2][0] = nx * nz * (1 - ca) + ny * sa; |
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230 | m[2][1] = ny * nz * (1 - ca) - nx * sa; |
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231 | m[2][2] = nz * nz * (1 - ca) + ca; |
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232 | |
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233 | float x, y, z; |
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234 | for (int i = 0; i < this->getFragments(); i++){ |
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235 | // printf("%i ", i); |
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236 | x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z; |
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237 | y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z; |
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238 | z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z; |
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239 | |
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240 | this->launcher[i] = Vector (x, y, z); |
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241 | } |
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242 | // printf("\n"); |
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243 | |
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244 | for( int i = 0; i < 3 ; i++) |
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245 | delete m[i]; |
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246 | delete m; |
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247 | } |
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248 | |
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249 | |
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250 | /** |
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251 | * signal tick, time dependent things will be handled here |
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252 | * @param dt time since last tick |
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253 | */ |
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254 | void SpikeBall::tick (float dt) |
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255 | { |
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256 | //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1); |
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257 | Vector v = this->getVelocity() * dt; |
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258 | this->shiftCoor(v); |
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259 | |
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260 | // if(this->lifeCycle > .9){ |
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261 | // /* printf("time to blow: ");*/ |
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262 | // // this->weaponMan->fire(); |
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263 | // /* this->blow();*/ |
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264 | // } |
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265 | |
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266 | if (this->tickLifeCycle(dt)){ |
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267 | this->blow(); |
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268 | this->deactivate(); |
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269 | } |
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270 | |
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271 | this->updateAngle( dt ); |
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272 | // angle += rotationSpeed * dt; |
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273 | } |
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274 | |
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275 | /** |
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276 | * the function gets called, when the projectile is destroyed |
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277 | */ |
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278 | void SpikeBall::destroy (WorldEntity* killer) |
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279 | { |
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280 | ProjectileWeapon::destroy( killer ); |
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281 | PRINTF(5)("DESTROY SpikeBall\n"); |
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282 | this->lifeCycle = .95; //!< @todo calculate this usefully. |
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283 | |
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284 | this->emitter->setSystem(SpikeBall::explosionParticles); |
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285 | } |
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286 | |
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287 | |
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288 | void SpikeBall::draw () const |
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289 | { |
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290 | glPushAttrib(GL_ENABLE_BIT); |
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291 | //glDisable(GL_LIGHTING); |
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292 | |
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293 | glMatrixMode(GL_MODELVIEW); |
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294 | glPushMatrix(); |
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295 | |
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296 | float matrix[4][4]; |
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297 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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298 | |
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299 | glRotatef(angle, this->getRotationAxis().x, this->getRotationAxis().y, this->getRotationAxis().z); |
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300 | this->getAbsDir().matrix (matrix); |
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301 | glMultMatrixf((float*)matrix); |
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302 | this->getModel()->draw(); |
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303 | |
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304 | this->halo->draw(); |
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305 | |
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306 | glPopMatrix(); |
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307 | |
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308 | glPopAttrib(); |
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309 | } |
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310 | |
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