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source: orxonox.OLD/orxonox/trunk/src/world_entities/projectile.cc @ 3689

Last change on this file since 3689 was 3689, checked in by patrick, 19 years ago

orxonox/trunk: fixed the speed issue once for all times now. great coding session with bensch, who finaly found the misstake i have made. now i changed the speed of the projectiles to a relative offset

File size: 3.5 KB
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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"
20
21#include "world_entity.h"
22#include "weapon.h"
23#include "null_parent.h"
24#include "model.h"
25#include "vector.h"
26
27using namespace std;
28
29
30/**
31   \brief standard constructor
32*/
33Projectile::Projectile (Weapon* weapon) : WorldEntity()
34{
35  this->model = (Model*)ResourceManager::getInstance()->load("sphere", PRIM, RP_LEVEL);
36  this->weapon = weapon;
37  this->flightDirection = NULL;
38  this->currentLifeTime = 0.0f;
39  this->ttl = 0.75f; /* sec */
40  this->speed = 2.0f;
41}
42
43
44/**
45   \brief standard deconstructor
46*/
47Projectile::~Projectile () 
48{
49  /*
50     do not delete the test projectModel, since it is pnode
51     and will be cleaned out by world
52  */
53  //delete this->projectileModel;
54}
55
56
57/**
58   \brief this sets the flight direction of the projectile
59   \param directin in which to flight
60
61   this function will calculate a vector out of this to be used in the
62   tick function
63*/
64void Projectile::setFlightDirection(Quaternion* flightDirection)
65{
66  if( this->flightDirection == NULL)
67    this->flightDirection = new Vector();
68  Vector v(1, 0, 0);
69  *this->flightDirection = flightDirection->apply(v);
70  this->flightDirection->normalize();
71}
72
73
74/**
75   \brief this sets the time to life of the projectile
76   \param ttl in second
77
78   after this life time, the projectile will garbage collect itself
79*/
80void Projectile::setTTL(float ttl)
81{
82  this->ttl = ttl;
83}
84
85
86/**
87   \brief sets the speed of the projectile
88*/
89void Projectile::setSpeed(float speed)
90{
91  this->speed = speed * 3;
92  PRINTF(4)("Projectile::setting speed to: %f\n", this->speed);
93}
94
95/**
96   \brief signal tick, time dependent things will be handled here
97   \param time since last tick
98*/
99void Projectile::tick (float time) 
100{
101  this->speed = this->weapon->getSpeed(); 
102  Vector v;
103  v = *this->flightDirection * ( this->speed * time * 1000 + 0.7);
104  this->shiftCoor(v);
105  //printf("PROJECTILE: current direction is:    (%f, %f, %f)\n",this->flightDirection->x, this->flightDirection->y, this->flightDirection->z );
106  //printf("PROJECTILE: current shift vector is: (%f, %f, %f)\n", v.x, v.y, v.z);
107  //printf("PROJECTILE: current speed is: %f\n", this->speed);
108  //printf("PROJECTILE: current dt is:    %f\n", time);
109  //this->debug();
110
111  this->currentLifeTime += time;
112  if( this->ttl < this->currentLifeTime)
113    {
114      PRINTF(5)("FINALIZE=============================================================\n");
115      PRINTF(5)("current life time is: %f/%f\n", this->currentLifeTime, this->ttl);
116      PRINTF(5)("FINALIZE=============================================================\n");
117      this->finalize();
118      this->currentLifeTime = 0.0f;
119    }
120}
121
122/**
123   \brief the projectile gets hit by another entity
124   \param the other entity
125   \param place where it is hit
126*/
127void Projectile::hit (WorldEntity* entity, Vector* place) 
128{}
129
130
131/**
132   \brief the function gets called, when the projectile is destroyed
133*/
134void Projectile::destroy () 
135{}
136
137
138void Projectile::draw () 
139{
140  glMatrixMode(GL_MODELVIEW);
141  glPushMatrix();
142
143  float matrix[4][4]; 
144  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
145  this->getAbsDir().matrix (matrix);
146  glMultMatrixf((float*)matrix); 
147  this->model->draw();
148
149  glPopMatrix();
150}
151
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