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source: orxonox.OLD/orxonox/trunk/src/world_entities/projectile.cc @ 3881

Last change on this file since 3881 was 3755, checked in by patrick, 19 years ago

orxonox/trunk: now got two weapons firing syncronized

File size: 3.0 KB
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[3573]1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17
18
19#include "projectile.h"
[3618]20
[3573]21#include "world_entity.h"
[3683]22#include "weapon.h"
[3646]23#include "null_parent.h"
[3678]24#include "model.h"
[3573]25#include "vector.h"
26
27using namespace std;
28
29
[3578]30/**
31   \brief standard constructor
32*/
[3683]33Projectile::Projectile (Weapon* weapon) : WorldEntity()
[3573]34{
[3683]35  this->weapon = weapon;
[3632]36  this->flightDirection = NULL;
[3646]37  this->currentLifeTime = 0.0f;
[3685]38  this->ttl = 0.75f; /* sec */
[3670]39  this->speed = 2.0f;
[3573]40}
41
42
[3578]43/**
44   \brief standard deconstructor
45*/
[3573]46Projectile::~Projectile () 
47{
[3629]48  /*
49     do not delete the test projectModel, since it is pnode
50     and will be cleaned out by world
51  */
52  //delete this->projectileModel;
[3573]53}
54
[3578]55
56/**
[3632]57   \brief this sets the flight direction of the projectile
58   \param directin in which to flight
59
60   this function will calculate a vector out of this to be used in the
61   tick function
62*/
[3708]63void Projectile::setFlightDirection(Quaternion flightDirection)
[3632]64{
65  if( this->flightDirection == NULL)
66    this->flightDirection = new Vector();
67  Vector v(1, 0, 0);
[3708]68  *this->flightDirection = flightDirection.apply(v);
[3683]69  this->flightDirection->normalize();
[3632]70}
71
72
73/**
[3646]74   \brief this sets the time to life of the projectile
75   \param ttl in second
76
77   after this life time, the projectile will garbage collect itself
78*/
79void Projectile::setTTL(float ttl)
80{
81  this->ttl = ttl;
82}
83
84
85/**
[3670]86   \brief sets the speed of the projectile
87*/
88void Projectile::setSpeed(float speed)
89{
[3708]90  this->speed = speed * 3; /* fix speed settings */
[3685]91  PRINTF(4)("Projectile::setting speed to: %f\n", this->speed);
[3670]92}
93
94/**
[3578]95   \brief signal tick, time dependent things will be handled here
96   \param time since last tick
97*/
[3574]98void Projectile::tick (float time) 
[3632]99{
[3708]100  Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.7);
[3686]101  this->shiftCoor(v);
[3683]102
[3646]103  this->currentLifeTime += time;
[3685]104  if( this->ttl < this->currentLifeTime)
105    {
[3708]106      PRINTF(5)("FINALIZE==========================\n");
[3685]107      PRINTF(5)("current life time is: %f/%f\n", this->currentLifeTime, this->ttl);
[3708]108      PRINTF(5)("FINALIZE===========================\n");
[3685]109      this->finalize();
[3686]110      this->currentLifeTime = 0.0f;
[3685]111    }
[3632]112}
[3573]113
[3578]114/**
115   \brief the projectile gets hit by another entity
116   \param the other entity
117   \param place where it is hit
118*/
119void Projectile::hit (WorldEntity* entity, Vector* place) 
[3574]120{}
[3573]121
[3578]122
123/**
124   \brief the function gets called, when the projectile is destroyed
125*/
[3574]126void Projectile::destroy () 
127{}
[3573]128
129
130void Projectile::draw () 
131{
132  glMatrixMode(GL_MODELVIEW);
133  glPushMatrix();
[3574]134
135  float matrix[4][4]; 
[3573]136  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
137  this->getAbsDir().matrix (matrix);
[3574]138  glMultMatrixf((float*)matrix); 
[3672]139  this->model->draw();
[3573]140
141  glPopMatrix();
142}
143
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