| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004-2006 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific | 
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| 12 |    main-programmer: Marc Schaerrer, Nicolas Schlumberger | 
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| 13 |    co-programmer: | 
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| 14 |  | 
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| 15 | */ | 
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| 17 |  | 
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| 18 | #include "swarm_projectile.h" | 
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| 19 |  | 
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| 20 | #include "state.h" | 
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| 21 |  | 
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| 22 | #include "particles/dot_emitter.h" | 
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| 23 | #include "particles/sprite_particles.h" | 
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| 24 | #include "space_ships/space_ship.h" | 
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| 25 | #include "effects/trail.h" | 
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| 26 |  | 
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| 27 | #include "debug.h" | 
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| 28 |  | 
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| 29 |  | 
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| 30 |  | 
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| 31 | #include "math/vector.h" | 
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| 32 |  | 
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| 33 | ObjectListDefinition(SwarmProjectile); | 
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| 34 | CREATE_FAST_FACTORY_STATIC(SwarmProjectile); | 
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| 35 |  | 
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| 36 | /** | 
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| 37 |  *  standard constructor | 
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| 38 | */ | 
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| 39 | SwarmProjectile::SwarmProjectile () : Projectile() | 
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| 40 | { | 
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| 41 |   this->loadModel("models/projectiles/swarm_projectile.obj", .333); // no double rescale (see draw()) | 
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| 42 |   this->loadExplosionSound("sounds/explosions/explosion_4.wav"); | 
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| 43 |  | 
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| 44 |  | 
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| 45 |   this->setMinEnergy(1); | 
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| 46 |   this->setHealthMax(10); | 
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| 47 |   this->lifeSpan = 4.0; | 
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| 48 |   this->agility = 3.5; | 
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| 49 |  | 
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| 50 |   this->emitter = new DotEmitter(100, 5, M_2_PI); | 
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| 51 |   this->emitter->setParent(this); | 
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| 52 |   this->emitter->setSpread(M_PI, M_PI); | 
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| 53 |  | 
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| 54 |   this->turningSpeed = 10; | 
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| 55 |  | 
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| 56 |   this->physDamage = 200; | 
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| 57 |   this->elecDamage = 0; | 
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| 58 |  | 
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| 59 |   this->trail = new Trail(2.5, 4, .2, this); | 
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| 60 |   this->trail->setTexture( "textures/laser.png"); | 
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| 61 |  | 
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| 62 | //   this->maxVelocity = 300; | 
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| 63 |  | 
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| 64 |   this->smoke = new Trail(20, 10, .3, this); | 
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| 65 |   this->smoke->setTexture ("textures/engine.png"); | 
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| 66 |  | 
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| 67 |   this->angle = 0; | 
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| 68 |  | 
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| 69 |  | 
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| 70 |  | 
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| 71 |   this->origList = this->getOMListNumber(); | 
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| 72 |   this->toList(OM_ENVIRON); | 
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| 73 | } | 
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| 74 |  | 
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| 75 |  | 
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| 76 | /** | 
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| 77 |  *  standard deconstructor | 
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| 78 | */ | 
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| 79 | SwarmProjectile::~SwarmProjectile () | 
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| 80 | { | 
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| 81 |  | 
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| 82 |   if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1) | 
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| 83 |   { | 
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| 84 |     if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles)) | 
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| 85 |       delete SwarmProjectile::explosionParticles; | 
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| 86 |     SwarmProjectile::explosionParticles = NULL; | 
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| 87 |   } | 
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| 88 |   // delete this->emitter; | 
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| 89 |   delete this->trail; | 
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| 90 |   delete this->smoke; | 
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| 91 | } | 
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| 92 |  | 
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| 93 | SpriteParticles* SwarmProjectile::explosionParticles = NULL; | 
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| 94 |  | 
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| 95 |  | 
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| 96 |  | 
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| 97 | void SwarmProjectile::activate() | 
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| 98 | { | 
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| 99 |   this->toList(OM_ENVIRON); | 
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| 100 |   if (unlikely(SwarmProjectile::explosionParticles == NULL)) | 
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| 101 |   { | 
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| 102 |     SwarmProjectile::explosionParticles = new SpriteParticles(200); | 
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| 103 |     SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles"); | 
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| 104 |     SwarmProjectile::explosionParticles->setMaterialTexture("textures/radial-trans-noise.png"); | 
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| 105 |     SwarmProjectile::explosionParticles->setLifeSpan(.5, .3); | 
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| 106 |     SwarmProjectile::explosionParticles->setRadius(0.0, 10); | 
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| 107 |     SwarmProjectile::explosionParticles->setRadius(.5, 15.0); | 
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| 108 |     SwarmProjectile::explosionParticles->setRadius(1.0, 10.0); | 
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| 109 |     SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1); | 
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| 110 |     SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8); | 
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| 111 |     SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8); | 
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| 112 |     SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0); | 
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| 113 |   } | 
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| 114 |  | 
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| 115 |   this->emitter->setEmissionRate(50.0); | 
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| 116 |   this->emitter->setEmissionVelocity(0.0); | 
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| 117 |   this->emitter->setInheritSpeed(0); | 
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| 118 |  | 
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| 119 |   this->setHealth(10.0* (float)rand()/(float)RAND_MAX); | 
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| 120 |  | 
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| 121 | //   this->maxVelocity = 300; | 
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| 122 |  | 
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| 123 | //   this->rotationSpeed = 360; | 
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| 124 |   this->angle = 0; | 
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| 125 |  | 
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| 126 |   this->curDir = this->lastDir = this->velocity; | 
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| 127 | } | 
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| 128 |  | 
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| 129 |  | 
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| 130 | void SwarmProjectile::deactivate() | 
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| 131 | { | 
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| 132 |   this->emitter->setSystem(NULL); | 
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| 133 |   this->lifeCycle = 0.0; | 
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| 134 |  | 
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| 135 |   this->toList(OM_DEAD); | 
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| 136 |   this->removeNode(); | 
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| 137 |   SwarmProjectile::fastFactory->kill(this); | 
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| 138 | } | 
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| 139 |  | 
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| 140 |  | 
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| 141 | void SwarmProjectile::hit (WorldEntity* entity, float damage) | 
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| 142 | { | 
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| 143 |   if (this->hitEntity != entity) | 
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| 144 |     this->destroy( entity ); | 
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| 145 |   this->hitEntity = entity; | 
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| 146 |   //dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),this->getElecDamage()); | 
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| 147 |  // this->destroy(this); | 
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| 148 |   this->deactivate(); | 
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| 149 | } | 
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| 150 |  | 
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| 151 |  | 
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| 152 | void SwarmProjectile::setTarget(PNode* target) | 
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| 153 | { | 
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| 154 |     this->target = target; | 
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| 155 | } | 
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| 156 |  | 
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| 157 |  | 
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| 158 |  | 
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| 159 | /** | 
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| 160 |  *  this function gets called by tick to calculate the new flight direction | 
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| 161 |  *  @param curDirection direction vector | 
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| 162 |  *  @param estTargetDir target vector, pointing to where the target will be on hit | 
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| 163 |  *  @param angle = tick * turningSpeed | 
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| 164 |  *  @return (new) direction vector | 
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| 165 | */ | 
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| 166 | Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle) | 
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| 167 | { | 
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| 168 |   if (unlikely(curDirection.len() == 0)) | 
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| 169 |     return curDirection; | 
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| 170 |   //printf("recalculating direction\n"); | 
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| 171 |   float tmp = angleRad ( curDirection, estTargetDir); | 
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| 172 |   if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); } | 
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| 173 | //   printf("turning angle: %f\ntemp: %f\n", angle, tmp); | 
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| 174 |  | 
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| 175 |   if( fabsf(angle) >  fabsf(tmp) ) | 
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| 176 |     angle = tmp; | 
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| 177 |   else | 
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| 178 |     angle *= tmp/fabsf(tmp); | 
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| 179 |  | 
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| 180 |   Vector d = curDirection.cross(estTargetDir).cross(curDirection); | 
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| 181 |   d.normalize(); | 
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| 182 |   if( unlikely( fabsf(angle) == 90)) { return d; } //avoid complication | 
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| 183 |  | 
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| 184 |   Vector newDir = curDirection + d *  curDirection.len() * tan (angle); | 
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| 185 |   newDir.normalize(); | 
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| 186 |   newDir *= curDirection.len(); | 
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| 187 |   return newDir; | 
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| 188 | } | 
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| 189 |  | 
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| 190 |  | 
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| 191 |  | 
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| 192 |  | 
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| 193 | /** | 
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| 194 |  *  signal tick, time dependent things will be handled here | 
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| 195 |  * @param time since last tick | 
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| 196 | */ | 
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| 197 | void SwarmProjectile::tick (float time) | 
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| 198 | { | 
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| 199 |   if(unlikely(this->target == NULL)) /** Check whether the target still exists*/ | 
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| 200 |     this->deactivate(); | 
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| 201 |  | 
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| 202 |  | 
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| 203 |  | 
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| 204 | /** old  guiding function*/ | 
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| 205 |  | 
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| 206 |   float projectileVelocity = this->getVelocity().len(); | 
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| 207 |   if (target != NULL){ | 
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| 208 |     Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized(); | 
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| 209 |     this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time ); | 
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| 210 |   } | 
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| 211 |   else | 
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| 212 |     if (likely(projectileVelocity != 0 || projectileVelocity != this->maxVelocity) ) | 
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| 213 |       this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max | 
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| 214 | /* | 
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| 215 |   printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z); | 
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| 216 |   printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z);*/ | 
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| 217 |  | 
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| 218 |   this->shiftCoor(this->velocity * time); | 
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| 219 |  | 
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| 220 |   if(this->tickLifeCycle(time)) | 
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| 221 |     this->deactivate(); | 
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| 222 |  | 
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| 223 |   this->trail->tick(time); | 
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| 224 |   this->smoke->tick(time); | 
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| 225 |  | 
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| 226 |   this->angle += this->rotationSpeed * time; | 
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| 227 |  | 
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| 228 |   while (this->angle > 360) | 
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| 229 |   { | 
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| 230 |     this->angle -= 360; | 
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| 231 |   } | 
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| 232 |  | 
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| 233 |   this->lastDir = this->curDir; | 
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| 234 |   this->curDir = this->velocity; | 
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| 235 |  | 
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| 236 |   if( this->target != NULL && (this->getAbsCoor() - this->target->getAbsCoor()).len() < 3)   // HACK  Temp fake workaround for collision :) | 
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| 237 |   { | 
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| 238 |     dynamic_cast<WorldEntity*>(target)->destroy(this); //hit(this->getDamage(), this); | 
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| 239 |     this->deactivate(); | 
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| 240 |     PRINTF(0)("Target was hit by Swarm Missile!\n"); | 
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| 241 |   } | 
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| 242 |   else if( this->target == NULL) | 
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| 243 |     this->deactivate(); | 
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| 244 | } | 
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| 245 |  | 
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| 246 | /** | 
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| 247 |  *  the function gets called, when the projectile is destroyed | 
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| 248 |  */ | 
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| 249 | void SwarmProjectile::destroy (WorldEntity* killer) | 
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| 250 | { | 
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| 251 |  | 
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| 252 | //   printf("THIS SHOULD WORK!\n"); | 
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| 253 |  | 
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| 254 |   Projectile::destroy( killer ); | 
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| 255 |   PRINTF(5)("DESTROY SwarmProjectile\n"); | 
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| 256 |   this->lifeCycle = .95; //!< @todo calculate this usefully. | 
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| 257 |   this->emitter->setSystem(SwarmProjectile::explosionParticles); | 
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| 258 |  | 
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| 259 |   this->emitter->setEmissionRate(1000.0); | 
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| 260 |   this->emitter->setEmissionVelocity(50.0); | 
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| 261 |   this->deactivate(); | 
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| 262 |  | 
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| 263 | } | 
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| 264 |  | 
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| 265 |  | 
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| 266 | void SwarmProjectile::draw () const | 
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| 267 | { | 
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| 268 |   glMatrixMode(GL_MODELVIEW); | 
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| 269 |   glPushMatrix(); | 
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| 270 |  | 
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| 271 |   Vector tmpDir = this->curDir; // *.7 + this->lastDir * .3; | 
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| 272 |   tmpDir.slerpTo(this->lastDir, .4); | 
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| 273 |  | 
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| 274 |   float matrix[4][4]; | 
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| 275 |   glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); | 
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| 276 |   Vector tmpRot = this->getAbsCoor().cross(tmpDir); | 
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| 277 |   glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 278 |   glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile | 
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| 279 |   this->getAbsDir().matrix (matrix); | 
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| 280 |   glMultMatrixf((float*)matrix); | 
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| 281 |   this->getModel()->draw(); | 
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| 282 |   glTranslatef(-.9,0,0); | 
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| 283 |   this->trail->draw(); | 
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| 284 |   glTranslatef( -1.1, 0, 0); | 
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| 285 |   this->smoke->draw(); | 
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| 286 |   glPopMatrix(); | 
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| 287 | } | 
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