/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 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: Patrick Boenzli co-programmer: */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "projectile.h" #include "world_entity.h" #include "world_entities/weapons/weapon.h" #include "model.h" #include "sound/resource_sound_buffer.h" #include "debug.h" ObjectListDefinition(Projectile); /** * standard constructor */ Projectile::Projectile () : WorldEntity() { this->registerObject(this, Projectile::_objectList); this->lifeCycle = 0.0; this->lifeSpan = 1.0f; /* sec */ this->target = NULL; this->removeNode(); /* character attributes */ this->setHealth(1.0f); this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); } /** * standard deconstructor */ Projectile::~Projectile () { /* do not delete the test projectModel, since it is pnode and will be cleaned out by world */ //delete this->projectileModel; } void Projectile::loadExplosionSound(const std::string& explosionSound) { if (!explosionSound.empty()) this->explosionBuffer = OrxSound::ResourceSoundBuffer(explosionSound); else this->explosionBuffer = OrxSound::SoundBuffer(); } void Projectile::loadEngineSound(const std::string& engineSound) { if (!engineSound.empty()) this->engineBuffer = OrxSound::ResourceSoundBuffer(engineSound); else this->engineBuffer = OrxSound::SoundBuffer(); } void Projectile::setMinEnergy(float energyMin) { this->energyMin = energyMin; } /** * this sets the flight direction of the projectile * @param directin in which to flight this function will calculate a vector out of this to be used in the tick function */ void Projectile::setFlightDirection(const Quaternion& flightDirection) { Vector v(1, 0, 0); this->flightDirection = flightDirection.apply(v); this->flightDirection.normalize(); } /** * sets the velocity vector to a spec speed * @param velocity: vector of the velocity */ void Projectile::setVelocity(const Vector &velocity) { //Vector offsetVel = this->velocity = velocity; // offsetVel.normalize(); //this->velocity += (offsetVel * 50.0); } void Projectile::setTarget(PNode* target) { if (this->target == NULL) this->target = new PNode(target, PNODE_REPARENT_ON_PARENTS_REMOVE | PNODE_REPARENT_TO_NULL | PNODE_PROHIBIT_DELETE_WITH_PARENT); else this->target->setParent(target); } /** * signal tick, time dependent things will be handled here * @param dt since last tick */ void Projectile::tick (float dt) { Vector v = this->velocity * (dt); this->shiftCoor(v); if (this->tickLifeCycle(dt)) this->destroy( NULL ); } /** * the function gets called, when the projectile is destroyed */ void Projectile::destroy (WorldEntity* killer) { if (this->explosionBuffer.loaded()) this->soundSource.play(this->explosionBuffer); }