1 | /* |
---|
2 | orxonox - the future of 3D-vertical-scrollers |
---|
3 | |
---|
4 | Copyright (C) 2004-2006 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: Nicolas Schlumberger, Marc Schaerrer |
---|
13 | co-programmer: Benjamin Grauer |
---|
14 | |
---|
15 | */ |
---|
16 | |
---|
17 | |
---|
18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
---|
19 | |
---|
20 | #include "spike_ball.h" |
---|
21 | |
---|
22 | #include "state.h" |
---|
23 | #include "model.h" |
---|
24 | |
---|
25 | #include "particles/dot_emitter.h" |
---|
26 | #include "particles/sprite_particles.h" |
---|
27 | |
---|
28 | #include <cassert> |
---|
29 | #include "debug.h" |
---|
30 | |
---|
31 | #include "space_ships/space_ship.h" |
---|
32 | |
---|
33 | |
---|
34 | |
---|
35 | ObjectListDefinition(SpikeBall); |
---|
36 | CREATE_FAST_FACTORY_STATIC(SpikeBall); |
---|
37 | |
---|
38 | /** |
---|
39 | * standard constructor |
---|
40 | */ |
---|
41 | SpikeBall::SpikeBall () : ProjectileWeapon() |
---|
42 | { |
---|
43 | this->registerObject(this, SpikeBall::_objectList); |
---|
44 | |
---|
45 | this->loadModel("models/projectiles/spike_ball.obj", .25); |
---|
46 | |
---|
47 | this->setMinEnergy(1); |
---|
48 | this->setHealthMax(1); |
---|
49 | this->lifeSpan = 1.0; |
---|
50 | |
---|
51 | this->emitter = new DotEmitter(100, 5, M_2_PI); |
---|
52 | this->emitter->setParent(this); |
---|
53 | this->emitter->setSpread(M_PI, M_PI); |
---|
54 | this->emitter->setEmissionRate(300.0); |
---|
55 | this->emitter->setEmissionVelocity(50.0); |
---|
56 | |
---|
57 | this->setRotationSpeed(130); |
---|
58 | |
---|
59 | this->halo = new Billboard(); |
---|
60 | this->halo->setSize(2, 2); |
---|
61 | this->halo->setTexture("hbolt_halo.png"); |
---|
62 | |
---|
63 | this->setFragments(26); |
---|
64 | |
---|
65 | this->size = 4; |
---|
66 | |
---|
67 | this->launcher = new Vector [this->getFragments()]; |
---|
68 | } |
---|
69 | |
---|
70 | |
---|
71 | /** |
---|
72 | * standard deconstructor |
---|
73 | */ |
---|
74 | SpikeBall::~SpikeBall () |
---|
75 | { |
---|
76 | // delete this->emitter; |
---|
77 | |
---|
78 | /* this is normaly done by World.cc by deleting the ParticleEngine */ |
---|
79 | if (SpikeBall::explosionParticles != NULL && SpikeBall::objectList().size() <= 1) |
---|
80 | { |
---|
81 | //if (ClassList::exists(SpikeBall::explosionParticles, CL_PARTICLE_SYSTEM)) |
---|
82 | // delete SpikeBall::explosionParticles; |
---|
83 | PRINTF(1)("Deleting SpikeBall Particles\n"); |
---|
84 | // if (SpikeBall::objectList().exists(SpikeBall::explosionParticles)) |
---|
85 | // delete SpikeBall::explosionParticles; |
---|
86 | SpikeBall::explosionParticles = NULL; |
---|
87 | } |
---|
88 | |
---|
89 | } |
---|
90 | |
---|
91 | SpriteParticles* SpikeBall::explosionParticles = NULL; |
---|
92 | |
---|
93 | void SpikeBall::activate() |
---|
94 | { |
---|
95 | if (unlikely(SpikeBall::explosionParticles == NULL)) |
---|
96 | { |
---|
97 | SpikeBall::explosionParticles = new SpriteParticles(1000); |
---|
98 | SpikeBall::explosionParticles->setName("SpikeBallExplosionParticles"); |
---|
99 | SpikeBall::explosionParticles->setLifeSpan(.5, .3); |
---|
100 | SpikeBall::explosionParticles->setRadius(0.0, 10.0); |
---|
101 | SpikeBall::explosionParticles->setRadius(.5, 6.0); |
---|
102 | SpikeBall::explosionParticles->setRadius(1.0, 3.0); |
---|
103 | SpikeBall::explosionParticles->setColor(0.0, 1,1,0,.9); |
---|
104 | SpikeBall::explosionParticles->setColor(0.5, .8,.8,0,.5); |
---|
105 | SpikeBall::explosionParticles->setColor(1.0, .8,.8,.7,.0); |
---|
106 | } |
---|
107 | this->setDamage(5); |
---|
108 | this->setHealth(10); |
---|
109 | this->setRotationAxis(VECTOR_RAND(1)); |
---|
110 | this->setAngle(); |
---|
111 | |
---|
112 | this->launcher[0] = Vector(1.0, 0.0, 0.0); |
---|
113 | this->launcher[1] = Vector(0.0, 1.0, 0.0); |
---|
114 | this->launcher[2] = Vector(0.0, 0.0, 1.0); |
---|
115 | |
---|
116 | this->launcher[3] = Vector(1.0, 1.0, 0.0); |
---|
117 | this->launcher[4] = Vector(0.0, 1.0, 1.0); |
---|
118 | this->launcher[5] = Vector(1.0, 0.0, 1.0); |
---|
119 | this->launcher[6] = Vector(1.0, -1.0, 0.0); |
---|
120 | this->launcher[7] = Vector(0.0, 1.0, -1.0); |
---|
121 | this->launcher[8] = Vector(-1.0, 0.0, 1.0); |
---|
122 | |
---|
123 | this->launcher[9] = Vector(-1.0, 1.0, 1.0); |
---|
124 | this->launcher[10] = Vector(1.0, 1.0, 1.0); |
---|
125 | this->launcher[11] = Vector(1.0, -1.0, 1.0); |
---|
126 | this->launcher[12] = Vector(-1.0, -1.0, 1.0); |
---|
127 | |
---|
128 | int tmp = this->getFragments() / 2; |
---|
129 | for (int i = 0; i < tmp; i++) |
---|
130 | { |
---|
131 | this->launcher[i].normalize(); |
---|
132 | this->launcher[tmp + i] = this->launcher[i] * (-1); |
---|
133 | } |
---|
134 | |
---|
135 | this->freeMode = false; |
---|
136 | } |
---|
137 | |
---|
138 | |
---|
139 | void SpikeBall::deactivate() |
---|
140 | { |
---|
141 | assert (SpikeBall::explosionParticles != NULL); |
---|
142 | //SpikeBall::explosionParticles->removeEmitter(this->emitter); |
---|
143 | this->emitter->setSystem(NULL); |
---|
144 | this->lifeCycle = 0.0; |
---|
145 | |
---|
146 | this->toList(OM_NULL); |
---|
147 | this->removeNode(); |
---|
148 | SpikeBall::fastFactory->kill(this); |
---|
149 | } |
---|
150 | |
---|
151 | /* |
---|
152 | void SpikeBall::collidesWith(WorldEntity* entity, const Vector& location) |
---|
153 | { |
---|
154 | PRINTF(0)("Collision with SpikeBall\n"); |
---|
155 | if (this->hitEntity != entity && entity->isA(CL_NPC)) |
---|
156 | this->destroy( entity ); |
---|
157 | this->hitEntity = entity; |
---|
158 | dynamic_cast<SpaceShip*>(entity)->damage(this->getDamage(),0); |
---|
159 | }*/ |
---|
160 | |
---|
161 | |
---|
162 | void SpikeBall::blow() |
---|
163 | { |
---|
164 | if ( this->freeMode ) |
---|
165 | updateFireDir(); |
---|
166 | |
---|
167 | Spike* pj = NULL; |
---|
168 | for ( int i = 0; i < this->getFragments(); i++) |
---|
169 | { |
---|
170 | pj = new Spike(); |
---|
171 | assert( pj ); |
---|
172 | pj->setParent(PNode::getNullParent()); |
---|
173 | |
---|
174 | pj->setVelocity(this->launcher[i].getNormalized() * 250.0); |
---|
175 | |
---|
176 | pj->setParent(PNode::getNullParent()); |
---|
177 | pj->setAbsCoor(this->getAbsCoor() + this->launcher[i] * this->size); |
---|
178 | // Quaternion q; |
---|
179 | pj->setAbsDir(Quaternion(this->launcher[i], 0)); |
---|
180 | |
---|
181 | pj->toList(this->getOMListNumber()); |
---|
182 | |
---|
183 | pj->activate(); |
---|
184 | } |
---|
185 | } |
---|
186 | |
---|
187 | |
---|
188 | void SpikeBall::updateFireDir(){ |
---|
189 | |
---|
190 | float** m = new float* [3]; |
---|
191 | for( int i = 0; i < 3 ; i++) |
---|
192 | m[i] = new float; |
---|
193 | |
---|
194 | float nx, ny, nz, ca, sa; |
---|
195 | |
---|
196 | nx = this->getRotationAxis().x; |
---|
197 | ny = this->getRotationAxis().y; |
---|
198 | nz = this->getRotationAxis().z; |
---|
199 | |
---|
200 | ca = cos (this->getAngle()); |
---|
201 | sa = sin (this->getAngle()); |
---|
202 | |
---|
203 | m[0][0] = nx * nx * (1 - ca) + ca; |
---|
204 | m[0][1] = nx * ny * (1 - ca) + nz * sa; |
---|
205 | m[0][2] = nx * nz * (1 - ca) - ny * sa; |
---|
206 | m[1][0] = nx * nz * (1 - ca) - nz * sa; |
---|
207 | m[1][1] = ny * ny * (1 - ca) + ca; |
---|
208 | m[1][2] = ny * nz * (1 - ca) + nx * sa; |
---|
209 | m[2][0] = nx * nz * (1 - ca) + ny * sa; |
---|
210 | m[2][1] = ny * nz * (1 - ca) - nx * sa; |
---|
211 | m[2][2] = nz * nz * (1 - ca) + ca; |
---|
212 | |
---|
213 | float x, y, z; |
---|
214 | for (int i = 0; i < this->getFragments(); i++){ |
---|
215 | x = m[0][0] * this->launcher[i].x + m[0][1] * this->launcher[i].y + m[0][2] * this->launcher[i].z; |
---|
216 | y = m[1][0] * this->launcher[i].x + m[1][1] * this->launcher[i].y + m[1][2] * this->launcher[i].z; |
---|
217 | z = m[2][0] * this->launcher[i].x + m[2][1] * this->launcher[i].y + m[2][2] * this->launcher[i].z; |
---|
218 | |
---|
219 | this->launcher[i] = Vector (x, y, z); |
---|
220 | } |
---|
221 | |
---|
222 | for( int i = 0; i < 3 ; i++) |
---|
223 | delete m[i]; |
---|
224 | delete m; |
---|
225 | } |
---|
226 | |
---|
227 | |
---|
228 | /** |
---|
229 | * signal tick, time dependent things will be handled here |
---|
230 | * @param dt time since last tick |
---|
231 | */ |
---|
232 | void SpikeBall::tick (float dt) |
---|
233 | { |
---|
234 | Vector v = this->velocity * dt; |
---|
235 | this->shiftCoor(v); |
---|
236 | |
---|
237 | if (this->tickLifeCycle(dt)){ |
---|
238 | this->blow(); |
---|
239 | this->deactivate(); |
---|
240 | } |
---|
241 | |
---|
242 | this->updateAngle( dt ); |
---|
243 | } |
---|
244 | |
---|
245 | /** |
---|
246 | * the function gets called, when the projectile is destroyed |
---|
247 | */ |
---|
248 | void SpikeBall::destroy (WorldEntity* killer) |
---|
249 | { |
---|
250 | ProjectileWeapon::destroy( killer ); |
---|
251 | PRINTF(5)("DESTROY SpikeBall\n"); |
---|
252 | this->lifeCycle = .95; //!< @todo calculate this usefully. |
---|
253 | |
---|
254 | this->emitter->setSystem(SpikeBall::explosionParticles); |
---|
255 | } |
---|
256 | |
---|
257 | |
---|
258 | void SpikeBall::draw () const |
---|
259 | { |
---|
260 | glPushAttrib(GL_ENABLE_BIT); |
---|
261 | glMatrixMode(GL_MODELVIEW); |
---|
262 | glPushMatrix(); |
---|
263 | |
---|
264 | float matrix[4][4]; |
---|
265 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
---|
266 | this->halo->draw(); |
---|
267 | |
---|
268 | glRotatef(angle, this->getRotationAxis().x, this->getRotationAxis().y, this->getRotationAxis().z); |
---|
269 | this->getAbsDir().matrix (matrix); |
---|
270 | glMultMatrixf((float*)matrix); |
---|
271 | this->getModel()->draw(); |
---|
272 | |
---|
273 | |
---|
274 | glPopMatrix(); |
---|
275 | glPopAttrib(); |
---|
276 | } |
---|
277 | |
---|