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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/spike_ball.cc @ 10261

Last change on this file since 10261 was 10261, checked in by marcscha, 17 years ago

Fixes and cleanups

File size: 8.0 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
12   main-programmer: Nicolas Schlumberger, Marc Schaerrer
13   co-programmer: Benjamin Grauer
14
15*/
16
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
19
20#include "spike_ball.h"
21
22#include "state.h"
23#include "model.h"
24
25#include "particles/dot_emitter.h"
26#include "particles/sprite_particles.h"
27
28#include <cassert>
29#include "debug.h"
30
31#include "space_ships/space_ship.h"
32
33
34#include "class_id_DEPRECATED.h"
35ObjectListDefinition(SpikeBall);
36CREATE_FAST_FACTORY_STATIC(SpikeBall);
37
38/**
39 *  standard constructor
40*/
41SpikeBall::SpikeBall () : ProjectileWeapon()
42{
43  this->registerObject(this, SpikeBall::_objectList);
44
45  this->loadModel("models/projectiles/spike_ball.obj", .25);
46
47  this->setMinEnergy(1);
48  this->setHealthMax(1);
49  this->lifeSpan = 1.0;
50
51  this->emitter = new DotEmitter(100, 5, M_2_PI);
52  this->emitter->setParent(this);
53  this->emitter->setSpread(M_PI, M_PI);
54  this->emitter->setEmissionRate(300.0);
55  this->emitter->setEmissionVelocity(50.0);
56
57//   this->speed = 150;
58/*
59  this->angle = 0;
60  this->rotationSpeed = 130;*/
61  this->setRotationSpeed(130);
62
63  this->halo = new Billboard();
64  this->halo->setSize(2, 2);
65  this->halo->setTexture("hbolt_halo.png");
66
67  this->setFragments(26);
68
69  this->size = 4;
70
71  this->launcher = new Vector [this->getFragments()];
72
73//   this->fastFactory = tFastFactory<Spike>::getFastFactory(CL_SPIKE, "Spike");
74
75/*
76  this->weaponMan = new WeaponManager(dynamic_cast<WorldEntity*>(this));
77  this->weaponMan->setParentEntity(this);
78  this->weaponMan->setSlotCount(1);
79  this->weaponMan->setSlotPosition(0, Vector(0, 0, 0));
80  this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
81
82  Weapon* cannon = new SpikeLauncher();
83  cannon->setName( "SpikeLauncher");
84  this->weaponMan->addWeapon(cannon, 0, 0);
85  this->weaponMan->changeWeaponConfig(0);
86
87  this->weaponMan->getWeapon(0)->increaseEnergy(50);*/
88}
89
90
91/**
92 *  standard deconstructor
93*/
94SpikeBall::~SpikeBall ()
95{
96  // delete this->emitter;
97
98  /* this is normaly done by World.cc by deleting the ParticleEngine */
99  if (SpikeBall::explosionParticles != NULL && SpikeBall::objectList().size() <= 1)
100  {
101    //if (ClassList::exists(SpikeBall::explosionParticles, CL_PARTICLE_SYSTEM))
102    //  delete SpikeBall::explosionParticles;
103    PRINTF(1)("Deleting SpikeBall Particles\n");
104    SpikeBall::explosionParticles = NULL;
105  }
106
107}
108
109SpriteParticles* SpikeBall::explosionParticles = NULL;
110
111void SpikeBall::activate()
112{
113  if (unlikely(SpikeBall::explosionParticles == NULL))
114  {
115    SpikeBall::explosionParticles = new SpriteParticles(1000);
116    SpikeBall::explosionParticles->setName("BoltExplosionParticles");
117    SpikeBall::explosionParticles->setLifeSpan(.5, .3);
118    SpikeBall::explosionParticles->setRadius(0.0, 10.0);
119    SpikeBall::explosionParticles->setRadius(.5, 6.0);
120    SpikeBall::explosionParticles->setRadius(1.0, 3.0);
121    SpikeBall::explosionParticles->setColor(0.0, 1,1,0,.9);
122    SpikeBall::explosionParticles->setColor(0.5, .8,.8,0,.5);
123    SpikeBall::explosionParticles->setColor(1.0, .8,.8,.7,.0);
124  }
125  this->setDamage(5);
126  this->setHealth(10);
127  this->setRotationAxis(VECTOR_RAND(1));
128  this->setAngle();
129
130  this->launcher[0] = Vector(1.0, 0.0, 0.0);
131  this->launcher[1] = Vector(0.0, 1.0, 0.0);
132  this->launcher[2] = Vector(0.0, 0.0, 1.0);
133
134  this->launcher[3] = Vector(1.0, 1.0, 0.0);
135  this->launcher[4] = Vector(0.0, 1.0, 1.0);
136  this->launcher[5] = Vector(1.0, 0.0, 1.0);
137  this->launcher[6] = Vector(1.0, -1.0, 0.0);
138  this->launcher[7] = Vector(0.0, 1.0, -1.0);
139  this->launcher[8] = Vector(-1.0, 0.0, 1.0);
140
141  this->launcher[9] = Vector(-1.0, 1.0, 1.0);
142  this->launcher[10] = Vector(1.0, 1.0, 1.0);
143  this->launcher[11] = Vector(1.0, -1.0, 1.0);
144  this->launcher[12] = Vector(-1.0, -1.0, 1.0);
145
146  int tmp = this->getFragments() / 2;
147  for (int i = 0; i < tmp; i++)
148  {
149    this->launcher[i].normalize();
150    this->launcher[tmp + i] =  this->launcher[i] * (-1);
151  }
152}
153
154
155void SpikeBall::deactivate()
156{
157  assert (SpikeBall::explosionParticles != NULL);
158  SpikeBall::explosionParticles->removeEmitter(this->emitter);
159  this->lifeCycle = 0.0;
160
161  this->toList(OM_NULL);
162  this->removeNode();
163  SpikeBall::fastFactory->kill(this);
164}
165
166
167void SpikeBall::collidesWith(WorldEntity* entity, const Vector& location)
168{
169  PRINTF(0)("Collision with SpikeBall\n");
170  if (this->hitEntity != entity && entity->isA(CL_NPC))
171    this->destroy( entity );
172  this->hitEntity = entity;
173  dynamic_cast<SpaceShip*>(entity)->damage(this->getDamage(),0);
174//   this->deactivate();
175}
176
177
178void SpikeBall::blow()
179{
180  Spike* pj = NULL;
181/*  printf( "KA-" );*/
182  for ( int i = 0; i < this->getFragments(); i++)
183  {
184    pj  = new Spike();
185    assert( pj );
186/*    printf(" %i", i);*/
187    pj->setParent(PNode::getNullParent());
188
189    pj->setVelocity(this->launcher[i].getNormalized() * 250.0);
190
191    pj->setParent(PNode::getNullParent());
192    pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size);
193    Quaternion q;
194    pj->setAbsDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1)));
195
196    pj->toList(this->getOMListNumber());
197
198/*
199    pj->setAbsCoor(this->getAbsCoor() + VECTOR_RAND(3));
200    pj->setAbsDir(this->getAbsDir());*/
201    pj->activate();
202  }
203/*  printf( "BOOM\n" );*/
204}
205
206
207void SpikeBall::updateFireDir(){
208
209  float** m = new float* [3];
210  for( int i = 0; i < 3 ; i++)
211    m[i] = new float;
212
213  float nx, ny, nz, ca, sa;
214
215  nx = this->getRotationAxis().x;
216  ny = this->getRotationAxis().y;
217  nz = this->getRotationAxis().z;
218
219  ca = cos (this->getAngle());
220  sa = sin (this->getAngle());
221// final version below... easier to to cheat with the one above.
222
223  m[0][0] = nx * nx * (1 - ca) + ca;
224  m[0][1] = nx * ny * (1 - ca) + nz * sa;
225  m[0][2] = nx * nz * (1 - ca) - ny * sa;
226  m[1][0] = nx * nz * (1 - ca) - nz * sa;
227  m[1][1] = ny * ny * (1 - ca) + ca;
228  m[1][2] = ny * nz * (1 - ca) + nx * sa;
229  m[2][0] = nx * nz * (1 - ca) + ny * sa;
230  m[2][1] = ny * nz * (1 - ca) - nx * sa;
231  m[2][2] = nz * nz * (1 - ca) + ca;
232
233  float x, y, z;
234  for (int i = 0; i < this->getFragments(); i++){
235//     printf("%i ", i);
236    x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z;
237    y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z;
238    z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z;
239
240    this->launcher[i] = Vector (x, y, z);
241  }
242//   printf("\n");
243
244  for( int i = 0; i < 3 ; i++)
245    delete m[i];
246  delete m;
247}
248
249
250/**
251 *  signal tick, time dependent things will be handled here
252 * @param dt time since last tick
253*/
254void SpikeBall::tick (float dt)
255{
256  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
257  Vector v = this->getVelocity() * dt;
258  this->shiftCoor(v);
259
260//   if(this->lifeCycle > .9){
261// /*    printf("time to blow:  ");*/
262// //     this->weaponMan->fire();
263// /*    this->blow();*/
264//   }
265
266  if (this->tickLifeCycle(dt)){
267    this->blow();
268    this->deactivate();
269  }
270
271  this->updateAngle( dt );
272//   angle += rotationSpeed * dt;
273}
274
275/**
276 *  the function gets called, when the projectile is destroyed
277*/
278void SpikeBall::destroy (WorldEntity* killer)
279{
280  ProjectileWeapon::destroy( killer );
281  PRINTF(5)("DESTROY SpikeBall\n");
282  this->lifeCycle = .95; //!< @todo calculate this usefully.
283
284  this->emitter->setSystem(SpikeBall::explosionParticles);
285}
286
287
288void SpikeBall::draw () const
289{
290  glPushAttrib(GL_ENABLE_BIT);
291  //glDisable(GL_LIGHTING);
292
293  glMatrixMode(GL_MODELVIEW);
294  glPushMatrix();
295
296  float matrix[4][4];
297  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
298
299  glRotatef(angle, this->getRotationAxis().x, this->getRotationAxis().y, this->getRotationAxis().z);
300  this->getAbsDir().matrix (matrix);
301  glMultMatrixf((float*)matrix);
302  this->getModel()->draw();
303
304  this->halo->draw();
305
306  glPopMatrix();
307
308  glPopAttrib();
309}
310
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