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source: orxonox.OLD/branches/cleanup/src/world_entities/projectiles/swarm_projectile.cc @ 10580

Last change on this file since 10580 was 10579, checked in by nicolasc, 18 years ago

fixed some headers
commeted none existing sounds, to remove warnings

File size: 7.5 KB
Line 
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: Marc Schaerrer, Nicolas Schlumberger
13   co-programmer:
14
15*/
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "swarm_projectile.h"
19
20#include "state.h"
21
22#include "particles/dot_emitter.h"
23#include "particles/sprite_particles.h"
24#include "space_ships/space_ship.h"
25#include "effects/trail.h"
26
27#include "debug.h"
28
29
30
31#include "math/vector.h"
32
33ObjectListDefinition(SwarmProjectile);
34CREATE_FAST_FACTORY_STATIC(SwarmProjectile);
35
36/**
37 *  standard constructor
38*/
39SwarmProjectile::SwarmProjectile () : Projectile()
40{
41  this->loadModel("models/projectiles/swarm_projectile.obj", .333); // no double rescale (see draw())
42  this->loadExplosionSound("sounds/explosions/explosion_4.wav");
43
44
45  this->setMinEnergy(1);
46  this->setHealthMax(10);
47  this->lifeSpan = 4.0;
48  this->agility = 3.5;
49
50  this->emitter = new DotEmitter(100, 5, M_2_PI);
51  this->emitter->setParent(this);
52  this->emitter->setSpread(M_PI, M_PI);
53
54  this->turningSpeed = 10;
55
56  this->physDamage = 200;
57  this->elecDamage = 0;
58
59  this->trail = new Trail(2.5,4,.2, this);
60  //this->trail->setParent( this);
61  this->trail->setTexture( "textures/laser.png");
62
63
64  this->origList = this->getOMListNumber();
65  this->toList(OM_ENVIRON);
66}
67
68
69/**
70 *  standard deconstructor
71*/
72SwarmProjectile::~SwarmProjectile ()
73{
74
75  if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1)
76  {
77    if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles))
78      delete SwarmProjectile::explosionParticles;
79    SwarmProjectile::explosionParticles = NULL;
80  }
81  // delete this->emitter;
82  delete this->trail;
83}
84
85SpriteParticles* SwarmProjectile::explosionParticles = NULL;
86
87
88
89void SwarmProjectile::activate()
90{
91  this->toList(OM_ENVIRON);
92  if (unlikely(SwarmProjectile::explosionParticles == NULL))
93  {
94    SwarmProjectile::explosionParticles = new SpriteParticles(200);
95    SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles");
96    SwarmProjectile::explosionParticles->setMaterialTexture("textures/radial-trans-noise.png");
97    SwarmProjectile::explosionParticles->setLifeSpan(.5, .3);
98    SwarmProjectile::explosionParticles->setRadius(0.0, 10);
99    SwarmProjectile::explosionParticles->setRadius(.5, 15.0);
100    SwarmProjectile::explosionParticles->setRadius(1.0, 10.0);
101    SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1);
102    SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8);
103    SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8);
104    SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0);
105  }
106
107  this->emitter->setEmissionRate(50.0);
108  this->emitter->setEmissionVelocity(0.0);
109  this->emitter->setInheritSpeed(0);
110
111  this->setHealth(10.0* (float)rand()/(float)RAND_MAX);
112
113  this->maxVelocity = 300;
114
115  this->rotationSpeed = 360;
116  this->angle = 0;
117
118  this->curDir = this->lastDir = this->velocity;
119}
120
121
122void SwarmProjectile::deactivate()
123{
124  this->emitter->setSystem(NULL);
125  this->lifeCycle = 0.0;
126
127  this->toList(OM_DEAD);
128  this->removeNode();
129  SwarmProjectile::fastFactory->kill(this);
130}
131
132
133void SwarmProjectile::hit (WorldEntity* entity, float damage)
134{
135  if (this->hitEntity != entity)
136    this->destroy( entity );
137  this->hitEntity = entity;
138  //dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),this->getElecDamage());
139 // this->destroy(this);
140  this->deactivate();
141}
142
143
144void SwarmProjectile::setTarget(PNode* target)
145{
146    this->target = target;
147}
148
149
150
151/**
152 *  this function gets called by tick to calculate the new flight direction
153 *  @param curDirection direction vector
154 *  @param estTargetDir target vector, pointing to where the target will be on hit
155 *  @param angle = tick * turningSpeed
156 *  @return (new) direction vector
157*/
158Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
159{
160  if (unlikely(curDirection.len() == 0))
161    return curDirection;
162  //printf("recalculating direction\n");
163  float tmp = angleRad ( curDirection, estTargetDir);
164  if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); }
165//   printf("turning angle: %f\ntemp: %f\n", angle, tmp);
166
167  if( fabsf(angle) >  fabsf(tmp) )
168    angle = tmp;
169  else
170    angle *= tmp/fabsf(tmp);
171
172  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
173  d.normalize();
174  if( unlikely( fabsf(angle) == 90)) { return d; } //avoid complication
175
176  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
177  newDir.normalize();
178  newDir *= curDirection.len();
179  return newDir;
180}
181
182
183
184
185/**
186 *  signal tick, time dependent things will be handled here
187 * @param time since last tick
188*/
189void SwarmProjectile::tick (float time)
190{
191  if(unlikely(this->target == NULL)) /** Check whether the target still exists*/
192    this->deactivate();
193
194
195
196/** old  guiding function*/
197
198  float projectileVelocity = this->getVelocity().len();
199  if (target != NULL){
200    Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
201    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
202  }
203  else
204    if (likely(projectileVelocity != 0 || projectileVelocity != this->maxVelocity) )
205      this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max
206/*
207  printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
208  printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z);*/
209
210  this->shiftCoor(this->velocity * time);
211
212  if(this->tickLifeCycle(time))
213    this->deactivate();
214
215  this->trail->tick(time);
216
217  this->angle += this->rotationSpeed * time;
218  while (this->angle > 360)
219    this->angle -= 360;
220
221  this->lastDir = this->curDir;
222  this->curDir = this->velocity;
223
224  if( this->target != NULL && (this->getAbsCoor() - this->target->getAbsCoor()).len() < 3)   // HACK  Temp fake workaround for collision :)
225  {
226    dynamic_cast<WorldEntity*>(target)->destroy(this); //hit(this->getDamage(), this);
227    this->deactivate();
228    PRINTF(0)("Target was hit by Swarm Missile!\n");
229  }
230  else if( this->target == NULL)
231    this->deactivate();
232}
233
234/**
235 *  the function gets called, when the projectile is destroyed
236 */
237void SwarmProjectile::destroy (WorldEntity* killer)
238{
239
240//   printf("THIS SHOULD WORK!\n");
241
242  Projectile::destroy( killer );
243  PRINTF(5)("DESTROY SwarmProjectile\n");
244  this->lifeCycle = .95; //!< @todo calculate this usefully.
245  this->emitter->setSystem(SwarmProjectile::explosionParticles);
246
247  this->emitter->setEmissionRate(1000.0);
248  this->emitter->setEmissionVelocity(50.0);
249  this->deactivate();
250
251}
252
253
254void SwarmProjectile::draw () const
255{
256  glMatrixMode(GL_MODELVIEW);
257  glPushMatrix();
258
259  Vector tmpDir = this->curDir; // *.7 + this->lastDir * .3;
260  tmpDir.slerpTo(this->lastDir, .4);
261
262  float matrix[4][4];
263  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
264  Vector tmpRot = this->getAbsCoor().cross(tmpDir);
265  glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z );
266  glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile
267  this->getAbsDir().matrix (matrix);
268  glMultMatrixf((float*)matrix);
269  this->getModel()->draw();
270  glTranslatef(-.9,0,0);
271  this->trail->draw();
272  glPopMatrix();
273}
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