[10004] | 1 | |
---|
| 2 | /* |
---|
| 3 | orxonox - the future of 3D-vertical-scrollers |
---|
| 4 | |
---|
| 5 | Copyright (C) 2004 orx |
---|
| 6 | |
---|
| 7 | This program is free software; you can redistribute it and/or modify |
---|
| 8 | it under the terms of the GNU General Public License as published by |
---|
| 9 | the Free Software Foundation; either version 2, or (at your option) |
---|
| 10 | any later version. |
---|
| 11 | |
---|
| 12 | ### File Specific |
---|
| 13 | main-programmer: Silvan Nellen |
---|
| 14 | co-programmer: |
---|
| 15 | |
---|
| 16 | */ |
---|
| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
---|
| 18 | |
---|
| 19 | #include "swarm_projectile.h" |
---|
| 20 | |
---|
| 21 | #include "state.h" |
---|
| 22 | |
---|
| 23 | #include "particles/dot_emitter.h" |
---|
| 24 | #include "particles/sprite_particles.h" |
---|
[10064] | 25 | #include "space_ships/space_ship.h" |
---|
[10004] | 26 | |
---|
| 27 | #include "debug.h" |
---|
| 28 | |
---|
| 29 | #include "class_id_DEPRECATED.h" |
---|
| 30 | |
---|
| 31 | ObjectListDefinitionID(SwarmProjectile, CL_SWARM_PROJECTILE); |
---|
| 32 | CREATE_FAST_FACTORY_STATIC(SwarmProjectile); |
---|
| 33 | |
---|
| 34 | /** |
---|
| 35 | * standard constructor |
---|
| 36 | */ |
---|
| 37 | SwarmProjectile::SwarmProjectile () : Projectile() |
---|
| 38 | { |
---|
| 39 | |
---|
[10035] | 40 | /* this->loadModel("models/projectiles/orx-rocket.obj", 0.5);*/ |
---|
[10037] | 41 | this->loadModel("models/projectiles/swarm_projectile.obj"); // no double rescale (see draw()) |
---|
[10004] | 42 | this->loadExplosionSound("sound/explosions/explosion_4.wav"); |
---|
| 43 | |
---|
| 44 | |
---|
| 45 | this->setMinEnergy(1); |
---|
| 46 | this->setHealthMax(10); |
---|
[10064] | 47 | this->lifeSpan = 4.0; |
---|
[10004] | 48 | this->agility = 3.5; |
---|
[10035] | 49 | this->maxVelocity = 100; |
---|
[10004] | 50 | |
---|
| 51 | this->emitter = new DotEmitter(100, 5, M_2_PI); |
---|
| 52 | this->emitter->setParent(this); |
---|
| 53 | this->emitter->setSpread(M_PI, M_PI); |
---|
[10037] | 54 | |
---|
[10039] | 55 | this->target = NULL; |
---|
| 56 | |
---|
[10037] | 57 | this->rotationSpeed = 100; |
---|
| 58 | this->angle = 0; |
---|
[10004] | 59 | } |
---|
| 60 | |
---|
| 61 | |
---|
| 62 | /** |
---|
| 63 | * standard deconstructor |
---|
| 64 | */ |
---|
| 65 | SwarmProjectile::~SwarmProjectile () |
---|
| 66 | { |
---|
| 67 | |
---|
[10064] | 68 | |
---|
[10004] | 69 | /* this is normaly done by World.cc by deleting the ParticleEngine */ |
---|
| 70 | if (SwarmProjectile::trailParticles != NULL && SwarmProjectile::objectList().size() <= 1) |
---|
| 71 | { |
---|
| 72 | if (ParticleSystem::objectList().exists(SwarmProjectile::trailParticles)) |
---|
| 73 | delete SwarmProjectile::trailParticles; |
---|
| 74 | SwarmProjectile::trailParticles = NULL; |
---|
| 75 | } |
---|
| 76 | if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1) |
---|
| 77 | { |
---|
| 78 | if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles)) |
---|
| 79 | delete SwarmProjectile::explosionParticles; |
---|
| 80 | SwarmProjectile::explosionParticles = NULL; |
---|
| 81 | } |
---|
[10064] | 82 | delete this->emitter; |
---|
[10004] | 83 | } |
---|
| 84 | |
---|
| 85 | SpriteParticles* SwarmProjectile::trailParticles = NULL; |
---|
| 86 | SpriteParticles* SwarmProjectile::explosionParticles = NULL; |
---|
| 87 | |
---|
| 88 | |
---|
| 89 | |
---|
| 90 | void SwarmProjectile::activate() |
---|
| 91 | { |
---|
| 92 | if (unlikely(SwarmProjectile::trailParticles == NULL)) |
---|
| 93 | { |
---|
| 94 | SwarmProjectile::trailParticles = new SpriteParticles(2000); |
---|
| 95 | SwarmProjectile::trailParticles->setName("BoomerangProjectileTrailParticles"); |
---|
| 96 | SwarmProjectile::trailParticles->setMaterialTexture("maps/radial-trans-noise.png"); |
---|
| 97 | SwarmProjectile::trailParticles->setLifeSpan(1.0, .3); |
---|
| 98 | SwarmProjectile::trailParticles->setRadius(0.0, .5); |
---|
[10064] | 99 | SwarmProjectile::trailParticles->setRadius(0.2, 2.0); |
---|
| 100 | SwarmProjectile::trailParticles->setRadius(.5, 1.0); |
---|
| 101 | SwarmProjectile::trailParticles->setRadius(1.0, 0.6); |
---|
[10004] | 102 | SwarmProjectile::trailParticles->setColor(0.0, 1,0,0,.7); |
---|
| 103 | SwarmProjectile::trailParticles->setColor(0.2, .8,.8,0,.5); |
---|
| 104 | SwarmProjectile::trailParticles->setColor(0.5, .8,.8,.8,.8); |
---|
| 105 | SwarmProjectile::trailParticles->setColor(1.0, .8,.8,.8,.0); |
---|
| 106 | } |
---|
| 107 | if (unlikely(SwarmProjectile::explosionParticles == NULL)) |
---|
| 108 | { |
---|
| 109 | SwarmProjectile::explosionParticles = new SpriteParticles(200); |
---|
| 110 | SwarmProjectile::explosionParticles->setName("BoomerangProjectileExplosionParticles"); |
---|
| 111 | SwarmProjectile::explosionParticles->setMaterialTexture("maps/radial-trans-noise.png"); |
---|
| 112 | SwarmProjectile::explosionParticles->setLifeSpan(.5, .3); |
---|
| 113 | SwarmProjectile::explosionParticles->setRadius(0.0, 10); |
---|
| 114 | SwarmProjectile::explosionParticles->setRadius(.5, 15.0); |
---|
| 115 | SwarmProjectile::explosionParticles->setRadius(1.0, 10.0); |
---|
| 116 | SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1); |
---|
| 117 | SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8); |
---|
| 118 | SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8); |
---|
| 119 | SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0); |
---|
| 120 | } |
---|
| 121 | |
---|
| 122 | this->emitter->setSystem(SwarmProjectile::trailParticles); |
---|
| 123 | |
---|
| 124 | this->updateNode(0); |
---|
| 125 | this->emitter->setEmissionRate(45.0); |
---|
| 126 | this->emitter->setEmissionVelocity(0.0); |
---|
| 127 | |
---|
| 128 | this->setHealth(10.0* (float)rand()/(float)RAND_MAX); |
---|
| 129 | } |
---|
| 130 | |
---|
| 131 | |
---|
| 132 | void SwarmProjectile::deactivate() |
---|
| 133 | { |
---|
| 134 | this->emitter->setSystem(NULL); |
---|
| 135 | this->lifeCycle = 0.0; |
---|
| 136 | |
---|
| 137 | this->toList(OM_DEAD); |
---|
| 138 | this->removeNode(); |
---|
| 139 | SwarmProjectile::fastFactory->kill(this); |
---|
| 140 | } |
---|
| 141 | |
---|
| 142 | |
---|
| 143 | void SwarmProjectile::collidesWith(WorldEntity* entity, const Vector& location) |
---|
| 144 | { |
---|
| 145 | if (this->hitEntity != entity) |
---|
| 146 | this->destroy( entity ); |
---|
| 147 | this->hitEntity = entity; |
---|
[10064] | 148 | dynamic_cast<SpaceShip*>(entity)->damage(this->getDamage(),0); |
---|
[10004] | 149 | } |
---|
| 150 | |
---|
[10035] | 151 | |
---|
| 152 | |
---|
[10004] | 153 | /** |
---|
[10035] | 154 | * this function gets called by tick to calculate the new flight direction |
---|
| 155 | * @param curDirection direction vector |
---|
| 156 | * @param estTargetDir target vector, pointing to where the target will be on hit |
---|
| 157 | * @param angle = tick * turningSpeed |
---|
| 158 | * @return (new) direction vector |
---|
| 159 | */ |
---|
| 160 | Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle) |
---|
| 161 | { |
---|
[10038] | 162 | if (unlikely(curDirection.len() == 0)) |
---|
| 163 | return curDirection; |
---|
[10035] | 164 | printf("recalculating direction\n"); |
---|
| 165 | float tmp = angleDeg ( curDirection, estTargetDir); |
---|
| 166 | if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); } |
---|
| 167 | |
---|
| 168 | if( fabsf(angle) > fabsf(tmp) ) { angle = tmp; } |
---|
| 169 | |
---|
| 170 | Vector d = curDirection.cross(estTargetDir).cross(curDirection); |
---|
| 171 | d.normalize(); |
---|
| 172 | if( unlikely( angle == 90)) { return d; } //avoid complication |
---|
| 173 | |
---|
| 174 | Vector newDir = curDirection + d * curDirection.len() * tan (angle); |
---|
| 175 | newDir.normalize(); |
---|
| 176 | newDir *= curDirection.len(); |
---|
| 177 | return newDir; |
---|
| 178 | } |
---|
| 179 | |
---|
| 180 | |
---|
| 181 | |
---|
| 182 | |
---|
| 183 | /** |
---|
[10004] | 184 | * signal tick, time dependent things will be handled here |
---|
| 185 | * @param time since last tick |
---|
| 186 | */ |
---|
| 187 | void SwarmProjectile::tick (float time) |
---|
| 188 | { |
---|
[10035] | 189 | /* |
---|
[10004] | 190 | Vector targetFarFarAway = this->getAbsCoor() + Vector(100000, 0, 0); |
---|
| 191 | |
---|
| 192 | { |
---|
| 193 | speed = velocity.len(); |
---|
| 194 | diffVector = ((targetFarFarAway - this->getAbsCoor()).getNormalized()); |
---|
| 195 | |
---|
| 196 | if(velocity.dot(diffVector) != 0) |
---|
| 197 | { |
---|
| 198 | correctionVector = (( ( diffVector * (speed * speed/( velocity.dot(diffVector ) ) )) - velocity).getNormalized()) * agility; |
---|
| 199 | |
---|
| 200 | if( (diffVector * (speed * speed/( velocity.dot(diffVector ) ) ) -velocity).len() < agility ) |
---|
| 201 | velocity = ((diffVector * (speed * speed/( velocity.dot(diffVector ) ) )).getNormalized())*agility; |
---|
| 202 | else if(velocity.dot(diffVector) > 0) |
---|
| 203 | velocity += correctionVector; |
---|
| 204 | else if (velocity.dot(diffVector) < 0) |
---|
| 205 | velocity -= correctionVector; |
---|
| 206 | } |
---|
| 207 | else |
---|
| 208 | velocity += diffVector * agility; |
---|
| 209 | |
---|
| 210 | this->setAbsDir(Quaternion(velocity, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0))); |
---|
| 211 | } |
---|
| 212 | |
---|
| 213 | velocity *= maxVelocity/velocity.len(); |
---|
| 214 | Vector v = this->velocity * (time); |
---|
[10035] | 215 | this->shiftCoor(v);*/ |
---|
[10004] | 216 | |
---|
[10038] | 217 | float projectileVelocity = this->velocity.len(); |
---|
[10035] | 218 | if (target != NULL){ |
---|
[10038] | 219 | float tti; //Time To Impact |
---|
| 220 | float targetVelocity = this->target->getVelocity().len(); |
---|
| 221 | if (unlikely(projectileVelocity == 0 && targetVelocity == 0)) // TODO calculate this reasonably |
---|
| 222 | tti = 1; // we do have a problem.... |
---|
| 223 | else |
---|
| 224 | tti = this->target->getRelCoor().len() / sqrt ( projectileVelocity * projectileVelocity + targetVelocity * targetVelocity); |
---|
[10035] | 225 | Vector estTargetDir = (this->target->getRelCoor() + this->target->getVelocity()) * tti; |
---|
| 226 | this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time ); |
---|
| 227 | } |
---|
| 228 | else |
---|
[10038] | 229 | if (likely(projectileVelocity != 0)) |
---|
| 230 | this->velocity *= maxVelocity / projectileVelocity; // set speed to max |
---|
[10035] | 231 | |
---|
[10037] | 232 | |
---|
[10035] | 233 | this->shiftCoor(velocity * time); |
---|
| 234 | |
---|
[10004] | 235 | if(this->tickLifeCycle(time)) |
---|
| 236 | this->deactivate(); |
---|
[10037] | 237 | |
---|
| 238 | this->updateAngle(time); |
---|
[10004] | 239 | } |
---|
| 240 | |
---|
| 241 | /** |
---|
| 242 | * the function gets called, when the projectile is destroyed |
---|
| 243 | */ |
---|
| 244 | void SwarmProjectile::destroy (WorldEntity* killer) |
---|
| 245 | { |
---|
| 246 | |
---|
| 247 | printf("THIS SHOULD WORLk\n"); |
---|
| 248 | |
---|
| 249 | Projectile::destroy( killer ); |
---|
| 250 | PRINTF(5)("DESTROY SwarmProjectile\n"); |
---|
| 251 | this->lifeCycle = .95; //!< @todo calculate this usefully. |
---|
| 252 | this->emitter->setSystem(SwarmProjectile::explosionParticles); |
---|
| 253 | |
---|
| 254 | this->emitter->setEmissionRate(1000.0); |
---|
| 255 | this->emitter->setEmissionVelocity(50.0); |
---|
| 256 | // this->deactivate(); |
---|
| 257 | |
---|
| 258 | } |
---|
| 259 | |
---|
[10037] | 260 | void SwarmProjectile::updateAngle(float time) |
---|
| 261 | { |
---|
| 262 | this->angle += this->rotationSpeed * time; |
---|
| 263 | } |
---|
[10004] | 264 | |
---|
| 265 | void SwarmProjectile::draw () const |
---|
| 266 | { |
---|
| 267 | glMatrixMode(GL_MODELVIEW); |
---|
| 268 | glPushMatrix(); |
---|
| 269 | |
---|
| 270 | float matrix[4][4]; |
---|
| 271 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
---|
[10037] | 272 | glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile |
---|
[10004] | 273 | this->getAbsDir().matrix (matrix); |
---|
| 274 | glMultMatrixf((float*)matrix); |
---|
[10037] | 275 | //glScalef(2.0, 2.0, 2.0); // no double rescale |
---|
[10004] | 276 | this->getModel()->draw(); |
---|
| 277 | |
---|
| 278 | glPopMatrix(); |
---|
| 279 | |
---|
| 280 | } |
---|
| 281 | |
---|