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source: orxonox.OLD/branches/gui/src/world_entities/projectiles/projectile.cc @ 7899

Last change on this file since 7899 was 7460, checked in by bensch, 19 years ago

orxonox/trunk: Namespaces for sound

File size: 3.9 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
18
19#include "projectile.h"
20
21#include "world_entity.h"
22#include "world_entities/weapons/weapon.h"
23#include "model.h"
24#include "util/loading/resource_manager.h"
25
26using namespace std;
27
28
29/**
30 *  standard constructor
31*/
32Projectile::Projectile () : WorldEntity()
33{
34  this->setClassID(CL_PROJECTILE, "Projectile");
35
36  this->lifeCycle = 0.0;
37  this->lifeSpan = 1.0f; /* sec */
38  this->target = NULL;
39  this->removeNode();
40
41  this->explosionBuffer = NULL;
42  this->engineBuffer = NULL;
43}
44
45
46/**
47 *  standard deconstructor
48*/
49Projectile::~Projectile ()
50{
51  if (this->explosionBuffer != NULL)
52    ResourceManager::getInstance()->unload(this->explosionBuffer);
53  if (this->engineBuffer != NULL)
54    ResourceManager::getInstance()->unload(this->engineBuffer);
55  /*
56     do not delete the test projectModel, since it is pnode
57     and will be cleaned out by world
58  */
59  //delete this->projectileModel;
60}
61
62
63void Projectile::loadExplosionSound(const std::string& explosionSound)
64{
65  if (this->explosionBuffer != NULL)
66    ResourceManager::getInstance()->unload(this->explosionBuffer);
67
68  else if (!explosionSound.empty())
69  {
70    this->explosionBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load(explosionSound, WAV);
71    if (this->explosionBuffer != NULL)
72    {
73      PRINTF(4)("Loaded sound %s to Pickup: %s.\n", explosionSound.c_str(), this->getName());
74    }
75    else
76    {
77      PRINTF(2)("Failed to load sound %s to explosion %s.\n.", explosionSound.c_str(), this->getName());
78    }
79  }
80  else
81    this->explosionBuffer = NULL;
82}
83
84
85void Projectile::loadEngineSound(const std::string& engineSound)
86{
87  if (this->engineBuffer != NULL)
88    ResourceManager::getInstance()->unload(this->engineBuffer);
89
90  else if (!engineSound.empty())
91  {
92    this->engineBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load(engineSound, WAV);
93    if (this->engineBuffer != NULL)
94    {
95      PRINTF(4)("Loaded sound %s to Pickup: %s.\n", engineSound.c_str(), this->getName());
96    }
97    else
98    {
99      PRINTF(2)("Failed to load sound %s to engine %s.\n.", engineSound.c_str(), this->getName());
100    }
101  }
102  else
103    this->engineBuffer = NULL;
104}
105
106
107void Projectile::setMinEnergy(float energyMin)
108{
109  this->energyMin = energyMin;
110}
111
112
113/**
114 *  this sets the flight direction of the projectile
115 * @param directin in which to flight
116
117   this function will calculate a vector out of this to be used in the
118   tick function
119*/
120void Projectile::setFlightDirection(const Quaternion& flightDirection)
121{
122  Vector v(1, 0, 0);
123  this->flightDirection = flightDirection.apply(v);
124  this->flightDirection.normalize();
125}
126
127/**
128 *  sets the velocity vector to a spec speed
129 * @param velocity: vector of the velocity
130*/
131void Projectile::setVelocity(const Vector &velocity)
132{
133  //Vector offsetVel =
134  this->velocity = velocity;
135 // offsetVel.normalize();
136  //this->velocity += (offsetVel * 50.0);
137}
138
139
140
141void Projectile::setTarget(PNode* target)
142{
143  if (this->target == NULL)
144    this->target = new PNode(target, PNODE_PARENT_MODE_DEFAULT | PNODE_REPARENT_ON_PARENTS_REMOVE);
145  else
146    this->target->setParent(target);
147}
148
149
150/**
151 * signal tick, time dependent things will be handled here
152 * @param dt since last tick
153*/
154void Projectile::tick (float dt)
155{
156  Vector v = this->velocity * (dt);
157  this->shiftCoor(v);
158
159  if (this->tickLifeCycle(dt))
160    this->destroy();
161}
162
163
164/**
165 *  the function gets called, when the projectile is destroyed
166*/
167void Projectile::destroy ()
168{
169  if (this->explosionBuffer != NULL)
170    this->soundSource.play(this->explosionBuffer);
171}
172
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