/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004-2006 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: Nicolas Schlumbegrer co-programmer: .. */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "nadion_blast.h" #include "state.h" #include "model.h" #include "world_entities/npcs/actionbox_enemy.h" #include "world_entities/npcs/npc.h" #include "particles/dot_emitter.h" #include "particles/sprite_particles.h" #include "space_ships/space_ship.h" #include #include "debug.h" #include "static_model.h" #include "effects/trail.h" ObjectListDefinition(NadionBlast); CREATE_FAST_FACTORY_STATIC(NadionBlast); /** * standard constructor */ NadionBlast::NadionBlast () : Projectile() { this->registerObject(this, NadionBlast::_objectList); this->loadModel("models/projectiles/mbolt.obj",4); //this->loadModel("models/projectiles/laser.obj"); this->setMinEnergy(4); this->setHealthMax(0); this->lifeSpan = 2.5; this->angle = 0; this->setDamage(5); //this->emitter = new DotEmitter(1000, 0, 0); this->emitter = new DotEmitter(50, 0, 0); this->emitter->setParent(this); this->emitter->setSpread(M_PI,M_PI); this->emitter->setInheritSpeed(this->velocity.len()); this->emitter->setEmissionRate(500.0); this->emitter->setEmissionVelocity(this->velocity.len()); this->mat = new Material("NadionBlast"); //this->mat->setBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); this->mat->setBlendFunc(GL_SRC_ALPHA,GL_ONE); this->mat->setDiffuse(1,1,1); this->mat->setDiffuseMap("laser_add.png"); this->mat->setDiffuseMap("laser2.png",1); dynamic_cast(this->getModel())->addMaterial(*this->mat); dynamic_cast(this->getModel())->finalize(); dynamic_cast(this->getModel())->rebuild(); //this->buildObbTree(4); // this->trail = new Trail(6, 4, .1, this); //this->trail->setParent( this); // this->trail->setTexture( "textures/laser.png"); // this->trail->setAbsCoor(this->getAbsCoor() - Vector(.7,0,0)); // this->trail->setAbsCoor(this->getAbsCoor() - this->getVelocity().getNormalized() * .7); } /** * standard deconstructor * */ NadionBlast::~NadionBlast () { if (NadionBlast::explosionParticles != NULL && NadionBlast::objectList().size() <= 1) { if (ParticleSystem::objectList().exists(NadionBlast::explosionParticles)) delete NadionBlast::explosionParticles; NadionBlast::explosionParticles = NULL; PRINTF(1)("Deleting NadionBlast Explosion Particles\n"); } delete this->emitter; // delete this->trail; } SpriteParticles* NadionBlast::explosionParticles = NULL; void NadionBlast::activate() { // this->origList = this->getOMListNumber(); // this->toList(OM_ENVIRON); if (unlikely(NadionBlast::explosionParticles == NULL)) { NadionBlast::explosionParticles = new SpriteParticles(1000); NadionBlast::explosionParticles->setName("NadionBlastExplosionParticles"); NadionBlast::explosionParticles->setLifeSpan(.2, .1); NadionBlast::explosionParticles->setRadius(0.0, 10.0); NadionBlast::explosionParticles->setRadius(.5, 6.0); NadionBlast::explosionParticles->setRadius(1.0, 3.0); NadionBlast::explosionParticles->setColor(0.0, 1,1,0,.9); NadionBlast::explosionParticles->setColor(0.5, .8,.8,0,.5); NadionBlast::explosionParticles->setColor(1.0, .8,.8,.7,.0); } this->setPhysDamage(10); this->setElecDamage(0); this->setHealth(0); this->emitter->setSpread(0); this->emitter->setEmissionRate(10.0); this->emitter->setEmissionVelocity(50); } void NadionBlast::deactivate() { assert (NadionBlast::explosionParticles != NULL); NadionBlast::explosionParticles->removeEmitter(this->emitter); this->lifeCycle = 0.0; this->lifeCycle = 0.0; this->toList(OM_NULL); //this->toList(OM_DEAD); // this->removeNode(); NadionBlast::fastFactory->kill(this); } // void NadionBlast::hit (float damage, WorldEntity* entity ) // { // // if (this->hitEntity != entity) // this->destroy( entity ); // this->hitEntity = entity; // // dynamic_cast(entity)->damage(this->getPhysDamage(),this->getElecDamage()); // //this->destroy(this); // this->deactivate(); // // return; // // } /** * signal tick, time dependent things will be handled here * @param dt time since last tick */ void NadionBlast::tick (float dt) { //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1); Vector v = this->velocity * dt; this->shiftCoor(v); if (this->tickLifeCycle(dt)) this->deactivate(); this->angle += NadionBlast::rotationSpeed * dt; // this->trail->tick(dt); } /** * the function gets called, when the projectile is destroyed */ void NadionBlast::destroy (WorldEntity* killer) { //this->deactivate(); Projectile::destroy( killer ); PRINTF(5)("DESTROY NadionBlast\n"); this->lifeCycle = .95; //!< @todo calculate this usefully. this->emitter->setSystem(NadionBlast::explosionParticles); } void NadionBlast::draw () const { glPushAttrib(GL_ENABLE_BIT); glDisable(GL_LIGHTING); glPushMatrix(); float matrix[4][4]; glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); // glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile // HACK, need to be removed, once the AbsDir is correct, replace with the one above // glRotatef(this->angle, this->flightDirection.x, this->flightDirection.y, this->flightDirection.z); this->getAbsDir().matrix (matrix); glMultMatrixf((float*)matrix); glScalef(0.75/6, 0.7/16, 0.7/16); // no double rescale this->mat->select(); dynamic_cast(this->getModel())->draw(); this->mat->unselect(); // glScalef(4/.75,16/.7,16/.7); // glTranslatef(-3,0,0); // this->trail->draw(); glPopMatrix(); glPopAttrib(); }