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