Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/playability/src/world_entities/projectiles/laser.cc @ 10609

Last change on this file since 10609 was 10114, checked in by patrick, 18 years ago

merged network back to trunk

File size: 3.7 KB
Line 
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
20#include "state.h"
21#include "model.h"
22
23#include "particles/dot_emitter.h"
24#include "particles/sprite_particles.h"
25
26#include <cassert>
27#include "debug.h"
28
29
30
31ObjectListDefinition(Laser);
32CREATE_FAST_FACTORY_STATIC(Laser);
33
34/**
35 *  standard constructor
36*/
37Laser::Laser () : Projectile()
38{
39  this->registerObject(this, Laser::_objectList);
40
41  this->loadModel("models/projectiles/laser.obj");
42
43  this->setMinEnergy(10);
44  this->setHealthMax(0);
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 && Laser::objectList().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->setDamage(20);
91  this->setHealth(0);
92}
93
94
95void Laser::deactivate()
96{
97  assert (Laser::explosionParticles != NULL);
98  Laser::explosionParticles->removeEmitter(this->emitter);
99  this->lifeCycle = 0.0;
100
101  this->toList(OM_NULL);
102  this->removeNode();
103  Laser::fastFactory->kill(this);
104}
105
106
107void Laser::collidesWith(WorldEntity* entity, const Vector& location)
108{
109  if (this->hitEntity != entity && entity->isA( "NPC" ))
110    this->destroy( entity );
111  this->hitEntity = entity;
112}
113
114/**
115 *  signal tick, time dependent things will be handled here
116 * @param dt time since last tick
117*/
118void Laser::tick (float dt)
119{
120  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
121  Vector v = this->velocity * dt;
122  this->shiftCoor(v);
123
124  if (this->tickLifeCycle(dt))
125    this->deactivate();
126}
127
128/**
129 *  the function gets called, when the projectile is destroyed
130*/
131void Laser::destroy (WorldEntity* killer)
132{
133  Projectile::destroy( killer );
134  PRINTF(5)("DESTROY Laser\n");
135  this->lifeCycle = .95; //!< @todo calculate this usefully.
136
137  this->emitter->setSystem(Laser::explosionParticles);
138}
139
140
141void Laser::draw () const
142{
143  glPushAttrib(GL_ENABLE_BIT);
144  glDisable(GL_LIGHTING);
145
146  WorldEntity::draw();
147/*  glMatrixMode(GL_MODELVIEW);
148  glPushMatrix();
149
150  float matrix[4][4];
151  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
152  this->getAbsDir().matrix (matrix);
153  glMultMatrixf((float*)matrix);
154  glScalef(2.0, 2.0, 2.0);
155  this->getModel()->draw();
156  glPopMatrix();*/
157
158  glPopAttrib();
159}
160
Note: See TracBrowser for help on using the repository browser.