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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/bsp_weapon.cc @ 10711

Last change on this file since 10711 was 10711, checked in by rennerc, 17 years ago

weapon position

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1/*
2* orxonox - the future of 3D-vertical-scrollers
3*
4* Copyright (C) 2004 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: Reto Luechinger
13*/
14
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17#include "bsp_weapon.h"
18#include "loading/load_param.h"
19#include "debug.h"
20#include "loading/load_param_xml.h"
21
22#include "environments/bsp_entity.h"
23#include "loading/fast_factory.h"
24
25ObjectListDefinition(BspWeapon);
26CREATE_FACTORY(BspWeapon);
27
28ObjectListDefinition(MuzzleFlash);
29
30/**
31*  Standard constructor
32*/
33BspWeapon::BspWeapon ( OM_LIST list )
34{
35        this->init( list );
36}
37
38/**
39* destructs the BspWeapon, deletes allocated memory
40*/
41BspWeapon::~BspWeapon ()
42{
43          // will be deleted
44}
45
46/**
47* Constructor with XML Element
48*/
49BspWeapon::BspWeapon (const  TiXmlElement* root)
50{
51        this->init( OM_GROUP_00 );
52        if (root != NULL)
53        {
54                this->loadParams(root);
55        }
56}
57/**
58* XML Loader
59*/
60void BspWeapon::loadParams(const TiXmlElement* root)
61{
62        if (root != NULL)
63        {
64                WorldEntity::loadParams(root);
65
66                LoadParam(root, "Range", this, BspWeapon, setRange)
67                        .describe("the range after which the Weapon hits no more")
68                .defaultValues("");
69                LoadParam(root, "Damage", this, BspWeapon, setDamage)
70                        .describe("Damage that the weapon inflicts"); 
71                LoadParam(root, "FireRate", this, BspWeapon, setFireRate)
72                        .describe("how fast it shoots");
73                LoadParam(root, "AlwaysHits", this, BspWeapon, setAlwaysHits)
74                        .describe("No, if the weapon should hit with a probability");
75
76                LOAD_PARAM_START_CYCLE(root, element);
77                {
78                        if (root != 0){
79                                LoadParam_CYCLE(element, "addPoint", this, BspWeapon, addPoint)
80                                .describe("Adds a new Point for Gunfire");
81                        }
82                }
83                LOAD_PARAM_END_CYCLE(element);
84        }
85}
86
87void BspWeapon::addPoint(float x, float y, float z)
88{
89  gunFire.push_back( new MuzzleFlash() );
90        gunFire.back()->setParent( this->getParent() );
91        gunFire.back()->setRelCoor(x, y, z);
92}
93
94void BspWeapon::tick( float dt )
95{
96  //PRINTF(0)("BSPWEAPON TICK: %d %f %f\n", bFire, bRate, dt );
97        if (bFire) {
98                if (bRate <= 0) {
99                        bRate += fireRate;
100                        this->shoot();
101                }
102                else {
103                        bRate = bRate - dt;
104                }       
105        }
106        else {
107                bRate -= dt;
108                if (bRate < 0)
109                        bRate = 0;
110        }
111
112}
113
114void BspWeapon::init( OM_LIST list )
115{
116        bRate = 0.0;
117        bFire = false;
118        range = 1000;
119        damage = 10;
120        fireRate = 0.5;
121        alwaysHits = true;
122
123        this->registerObject(this, BspWeapon::_objectList);
124        this->aimingSystem = new AimingSystem( this );
125        this->aimingSystem->setParent( this );
126        this->aimingSystem->toList(list);
127       
128}
129
130void BspWeapon::shoot()
131{
132        //gunFirExpl.explode(gunFire1,Vector(2,2,2));
133        //gunFirExpl.explode(gunFire2,Vector(2,2,2));
134
135for ( std::list<MuzzleFlash*>::iterator it = gunFire.begin(); it!=gunFire.end(); it++)
136{
137  (*it)->explode( 0.2 );
138}
139
140std::list<WorldEntity*>::iterator entityIterator;
141// for all bsp managers check all entities
142Vector pos = this->getAbsCoor();
143Vector dir = pos + this->getAbsDir().apply( Vector( 1, 0, 0 ) )*range;
144
145
146float shortestDist = range;
147for( ObjectList<BspEntity>::const_iterator bspIterator = BspEntity::objectList().begin();
148     bspIterator != BspEntity::objectList().end();
149     bspIterator++)
150{
151  float res = (dynamic_cast<BspEntity*>(*bspIterator)->getBspManager())->checkCollisionRay( pos, dir, dir.len() + 1 );
152
153  if ( res < shortestDist )
154    shortestDist = res;
155}
156
157WorldEntity* target = aimingSystem->getNearestTarget();
158aimingSystem->flushList();
159
160if ( target != NULL )
161{
162  if ( shortestDist < (pos - target->getAbsCoor()).len() )
163  {
164    printf("HIT WALL\n");
165    return;
166  }
167  if (!alwaysHits)
168  {
169    float r = rand();
170    r = r/RAND_MAX;
171    float res = (target->getAbsCoor() - this->getAbsCoor()).len();
172    float p = 1 - res*res/range/range;
173    if (r < p )
174    {
175      printf( "HIT %s\n", target->getClassName().c_str() );
176      target->hit( this->damage, this );
177    }
178    else
179      printf( "MISHIT %s\n", target->getClassName().c_str() );
180
181  }
182  else
183  {
184    printf( "HIT %s\n", target->getClassName().c_str() );
185    target->hit( this->damage, this );
186  }
187}
188
189
190
191       
192}
193
194void BspWeapon::draw() const
195{
196  WorldEntity::draw();
197
198  for ( std::list<MuzzleFlash*>::const_iterator it = gunFire.begin(); it!=gunFire.end(); it++)
199  {
200    (*it)->draw();
201  }
202#if 0
203  glMatrixMode(GL_MODELVIEW);
204  glPushMatrix();
205
206  glPushAttrib(GL_ENABLE_BIT);
207
208  glDisable(GL_LIGHTING);
209  glDisable(GL_TEXTURE_2D);
210  glDisable(GL_BLEND);
211  glLineWidth(2.0);
212
213
214  Vector mp = this->getAbsCoor();
215  Vector op = this->getAbsDir().apply( Vector(1, 0, 0) );
216  op *= 1000;
217  op += mp;
218
219  glColor3f(1.0, 1.0, 1.0 );
220  glBegin(GL_LINE_STRIP);
221    glVertex3f(mp.x, mp.y, mp.z);
222    glVertex3f(op.x, op.y, op.z);
223  glEnd();
224
225 
226  glPopAttrib();
227  glPopMatrix();
228#endif
229}
230
231void MuzzleFlash::draw( ) const
232{
233  if (explosionParticles) explosionParticles->draw();
234}
235
236void MuzzleFlash::activate()
237{
238        if (unlikely(explosionParticles == NULL))
239        {
240                explosionParticles = new SpriteParticles(5000);
241                explosionParticles->setName("MuzzleFlashExplosionParticles");
242                explosionParticles->setMaterialTexture("textures/radial-trans-noise.png");
243                explosionParticles->setLifeSpan(0.1, 0);
244                explosionParticles->setRadius(0.0, 8);
245                explosionParticles->setRadius(.5, 6.0);
246                explosionParticles->setRadius(1.0, 2.0);
247                explosionParticles->setColor(0.0, 1,0.7,0,1);
248                explosionParticles->setColor(0.4, 0.8,.5,0,1);
249                explosionParticles->setColor(0.8, 0.5,0,0,.8);
250                explosionParticles->setColor(1.0, 0,0,0,.6);
251    explosionParticles->toList(OM_DEAD_TICK);
252  }
253                       
254        this->emitter->setSystem(explosionParticles);
255        this->emitter->updateNode(.01);
256        this->emitter->updateNode(.01);
257        this->toList(OM_DEAD_TICK);
258        this->lifeCycle = 0.0;
259}
260
261void MuzzleFlash::explode(float lifetime)
262{
263        MuzzleFlash* explosion = this;
264        //explosion->setAbsCoor(this->getAbsCoor());
265        explosion->emitter->setSize(1, 1, 1);
266        explosion->activate();
267        explosion->lifeTime = lifetime;
268}
269
270MuzzleFlash::MuzzleFlash ()
271{
272  this->explosionParticles = NULL;
273  this->registerObject(this, MuzzleFlash::_objectList);
274  this->toList(OM_DEAD_TICK);
275
276  this->emitter = new BoxEmitter(Vector(10,10,10), 200, 45, M_2_PI);
277  this->emitter->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
278  this->emitter->setParent(this);
279  this->emitter->setSpread(M_PI, M_PI);
280
281  this->lifeCycle = 0.0f;
282  this->lifeTime = .5f;
283
284}
285
286
287/**
288 *  standard deconstructor
289*/
290MuzzleFlash::~MuzzleFlash ()
291{
292  delete this->emitter;
293
294  /* this is normaly done by World.cc by deleting the ParticleEngine */
295  if (explosionParticles != NULL)
296  {
297    delete explosionParticles;
298    MuzzleFlash::explosionParticles = NULL;
299  }
300}
301
302void MuzzleFlash::deactivate()
303{
304  this->emitter->setSystem(NULL);
305  this->toList(OM_DEAD);
306}
307
308
309/**
310 *  signal tick, time dependent things will be handled here
311 * @param time since last tick
312*/
313void MuzzleFlash::tick (float dt)
314{
315  this->lifeCycle += dt;
316  if(this->lifeTime < this->lifeCycle)
317    this->deactivate();
318}
319
320
321
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