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source: orxonox.OLD/branches/atmospheric_engine/src/world_entities/projectiles/laser.cc @ 7666

Last change on this file since 7666 was 7193, checked in by bensch, 19 years ago

orxonox/trunk: new style for resources (prework/movement)

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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: Patrick Boenzli
13   co-programmer: Benjamin Grauer
14
15*/
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "laser.h"
19#include <cassert>
20
21#include "state.h"
22#include "class_list.h"
23#include "model.h"
24
25#include "dot_emitter.h"
26#include "sprite_particles.h"
27
28#include <cassert>
29
30using namespace std;
31
32CREATE_FAST_FACTORY_STATIC(Laser, CL_LASER);
33
34/**
35 *  standard constructor
36*/
37Laser::Laser () : Projectile()
38{
39  this->setClassID(CL_LASER, "Laser");
40
41  this->loadModel("models/projectiles/laser.obj");
42
43  this->setMinEnergy(10);
44  this->setHealthMax(10);
45  this->lifeSpan = 5.0;
46
47  this->emitter = new DotEmitter(100, 5, M_2_PI);
48  this->emitter->setParent(this);
49  this->emitter->setSpread(M_PI, M_PI);
50  this->emitter->setEmissionRate(300.0);
51  this->emitter->setEmissionVelocity(50.0);
52}
53
54
55/**
56 *  standard deconstructor
57*/
58Laser::~Laser ()
59{
60  // delete this->emitter;
61
62  /* this is normaly done by World.cc by deleting the ParticleEngine */
63  if (Laser::explosionParticles != NULL && ClassList::getList(CL_LASER)->size() <= 1)
64  {
65    //if (ClassList::exists(Laser::explosionParticles, CL_PARTICLE_SYSTEM))
66    //  delete Laser::explosionParticles;
67    PRINTF(1)("Deleting Laser Particles\n");
68    Laser::explosionParticles = NULL;
69  }
70
71}
72
73SpriteParticles* Laser::explosionParticles = NULL;
74
75void Laser::activate()
76{
77  if (unlikely(Laser::explosionParticles == NULL))
78  {
79    Laser::explosionParticles = new SpriteParticles(1000);
80    Laser::explosionParticles->setName("LaserExplosionParticles");
81    Laser::explosionParticles->setLifeSpan(.5, .3);
82    Laser::explosionParticles->setRadius(0.0, 10.0);
83    Laser::explosionParticles->setRadius(.5, 6.0);
84    Laser::explosionParticles->setRadius(1.0, 3.0);
85    Laser::explosionParticles->setColor(0.0, 1,1,0,.9);
86    Laser::explosionParticles->setColor(0.5, .8,.8,0,.5);
87    Laser::explosionParticles->setColor(1.0, .8,.8,.7,.0);
88  }
89
90  this->setHealth(10);
91}
92
93
94void Laser::deactivate()
95{
96  assert (Laser::explosionParticles != NULL);
97  Laser::explosionParticles->removeEmitter(this->emitter);
98  this->lifeCycle = 0.0;
99
100  this->toList(OM_NULL);
101  this->removeNode();
102  Laser::fastFactory->kill(this);
103}
104
105
106void Laser::collidesWith(WorldEntity* entity, const Vector& location)
107{
108  if (this->hitEntity != entity && entity->isA(CL_NPC))
109    this->destroy();
110  this->hitEntity = entity;
111}
112
113/**
114 *  signal tick, time dependent things will be handled here
115 * @param dt time since last tick
116*/
117void Laser::tick (float dt)
118{
119  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
120  Vector v = this->velocity * dt;
121  this->shiftCoor(v);
122
123  if (this->tickLifeCycle(dt))
124    this->deactivate();
125}
126
127/**
128 *  the function gets called, when the projectile is destroyed
129*/
130void Laser::destroy ()
131{
132  Projectile::destroy();
133  PRINTF(5)("DESTROY Laser\n");
134  this->lifeCycle = .95; //!< @todo calculate this usefully.
135
136  this->emitter->setSystem(Laser::explosionParticles);
137}
138
139
140void Laser::draw () const
141{
142  glMatrixMode(GL_MODELVIEW);
143  glPushMatrix();
144  glPushAttrib(GL_ENABLE_BIT);
145  glDisable(GL_LIGHTING);
146
147  float matrix[4][4];
148  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
149  this->getAbsDir().matrix (matrix);
150  glMultMatrixf((float*)matrix);
151  glScalef(2.0, 2.0, 2.0);
152  this->getModel()->draw();
153  glPopAttrib();
154  glPopMatrix();
155}
156
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