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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/mbolt.cc @ 10038

Last change on this file since 10038 was 10036, checked in by nicolasc, 18 years ago

equalized energy usage of all blasters
solved the fire echo problem, by implementing the releaseFire()
other spaceships need update

File size: 3.4 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
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
19
20#include "mbolt.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
32#include "class_id_DEPRECATED.h"
33CREATE_FAST_FACTORY_STATIC(MBolt);
34
35/**
36 *  standard constructor
37*/
38MBolt::MBolt () : Projectile()
39{
40
41  //this->loadModel("models/projectiles/mbolt.obj");   //!< Model not yet in repo
42  this->loadModel("models/projectiles/laser.obj");
43
44  this->setMinEnergy(4);
45  this->setHealthMax(0);
46  this->lifeSpan = 5.0;
47
48  this->emitter = new DotEmitter(100, 5, M_2_PI);
49  this->emitter->setParent(this);
50  this->emitter->setSpread(M_PI, M_PI);
51  this->emitter->setEmissionRate(300.0);
52  this->emitter->setEmissionVelocity(50.0);
53}
54
55
56/**
57 *  standard deconstructor
58*/
59MBolt::~MBolt ()
60{
61  // delete this->emitter;
62
63  /* this is normaly done by World.cc by deleting the ParticleEngine */
64  if (MBolt::explosionParticles != NULL && MBolt::objectList().size() <= 1)
65  {
66    //if (ClassList::exists(MBolt::explosionParticles, CL_PARTICLE_SYSTEM))
67    //  delete MBolt::explosionParticles;
68    PRINTF(1)("Deleting MBolt Particles\n");
69    MBolt::explosionParticles = NULL;
70  }
71
72}
73
74SpriteParticles* MBolt::explosionParticles = NULL;
75
76void MBolt::activate()
77{
78  if (unlikely(MBolt::explosionParticles == NULL))
79  {
80    MBolt::explosionParticles = new SpriteParticles(1000);
81    MBolt::explosionParticles->setName("MBoltExplosionParticles");
82    MBolt::explosionParticles->setLifeSpan(.5, .3);
83    MBolt::explosionParticles->setRadius(0.0, 10.0);
84    MBolt::explosionParticles->setRadius(.5, 6.0);
85    MBolt::explosionParticles->setRadius(1.0, 3.0);
86    MBolt::explosionParticles->setColor(0.0, 1,1,0,.9);
87    MBolt::explosionParticles->setColor(0.5, .8,.8,0,.5);
88    MBolt::explosionParticles->setColor(1.0, .8,.8,.7,.0);
89  }
90
91  this->setDamage(50);
92  this->setHealth(0);
93}
94
95
96void MBolt::deactivate()
97{
98  assert (MBolt::explosionParticles != NULL);
99  MBolt::explosionParticles->removeEmitter(this->emitter);
100  this->lifeCycle = 0.0;
101
102  this->toList(OM_NULL);
103  this->removeNode();
104  MBolt::fastFactory->kill(this);
105}
106
107
108void MBolt::collidesWith(WorldEntity* entity, const Vector& location)
109{
110  if (this->hitEntity != entity && entity->isA(CL_NPC))
111    this->destroy( entity );
112  this->hitEntity = entity;
113}
114
115/**
116 *  signal tick, time dependent things will be handled here
117 * @param dt time since last tick
118*/
119void MBolt::tick (float dt)
120{
121  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
122  Vector v = this->velocity * dt;
123  this->shiftCoor(v);
124
125  if (this->tickLifeCycle(dt))
126    this->deactivate();
127}
128
129/**
130 *  the function gets called, when the projectile is destroyed
131*/
132void MBolt::destroy (WorldEntity* killer)
133{
134  Projectile::destroy( killer );
135  PRINTF(5)("DESTROY MBolt\n");
136  this->lifeCycle = .95; //!< @todo calculate this usefully.
137
138  this->emitter->setSystem(MBolt::explosionParticles);
139}
140
141
142void MBolt::draw () const
143{
144  glPushAttrib(GL_ENABLE_BIT);
145  glDisable(GL_LIGHTING);
146
147  WorldEntity::draw();
148
149  glPopAttrib();
150}
151
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