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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/projectile.cc @ 10063

Last change on this file since 10063 was 10035, checked in by nicolasc, 18 years ago

updated swarm_projectile, model included in data
TE2 tests

File size: 5.2 KB
Line 
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 "sound/resource_sound_buffer.h"
25
26#include <cmath>
27
28#include "debug.h"
29
30ObjectListDefinition(Projectile);
31
32/**
33 *  standard constructor
34*/
35Projectile::Projectile () : WorldEntity()
36{
37  this->registerObject(this, Projectile::_objectList);
38
39  this->lifeCycle = 0.0;
40  this->lifeSpan = 1.0f; /* sec */
41  this->target = NULL;
42  this->removeNode();
43
44  /* character attributes */
45  this->setHealth(1.0f);
46  this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points
47
48  this->physDamage = 0.0f;
49  this->elecDamage = 0.0f;
50  //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
51}
52
53
54/**
55 *  standard deconstructor
56*/
57Projectile::~Projectile ()
58{
59  /*
60     do not delete the test projectModel, since it is pnode
61     and will be cleaned out by world
62  */
63  //delete this->projectileModel;
64}
65
66Projectile::Projectile (float pDamage, float eDamage, PNode* target) : WorldEntity()
67{
68  this->registerObject(this, Projectile::_objectList);
69
70  this->lifeCycle = 0.0;
71  this->lifeSpan = 1.0f; /* sec */
72  this->removeNode();
73
74  /* character attributes */
75  this->setHealth(1.0f);
76  this->setDamage(1.0f); // default damage of a projectile set to 100.0 damage points
77
78  this->physDamage = pDamage;
79  this->elecDamage = eDamage;
80  this->target = target;
81
82  //this->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
83}
84
85void Projectile::initialize(float pDamage, float eDamage, PNode* target)
86{
87  /* character attributes*/
88  this->physDamage = pDamage;
89  this->elecDamage = eDamage;
90  this->target = target;
91}
92
93
94void Projectile::loadExplosionSound(const std::string& explosionSound)
95{
96  if (!explosionSound.empty())
97    this->explosionBuffer = OrxSound::ResourceSoundBuffer(explosionSound);
98  else
99    this->explosionBuffer = OrxSound::SoundBuffer();
100}
101
102
103void Projectile::loadEngineSound(const std::string& engineSound)
104{
105  if (!engineSound.empty())
106    this->engineBuffer = OrxSound::ResourceSoundBuffer(engineSound);
107  else
108    this->engineBuffer = OrxSound::SoundBuffer();
109}
110
111
112void Projectile::setMinEnergy(float energyMin)
113{
114  this->energyMin = energyMin;
115}
116
117
118/**
119 *  this sets the flight direction of the projectile
120 * @param directin in which to flight
121
122   this function will calculate a vector out of this to be used in the
123   tick function
124*/
125void Projectile::setFlightDirection(const Quaternion& flightDirection)
126{
127  Vector v(1, 0, 0);
128  this->flightDirection = flightDirection.apply(v);
129  this->flightDirection.normalize();
130}
131
132/**
133 *  sets the velocity vector to a spec speed
134 * @param velocity: vector of the velocity
135*/
136void Projectile::setVelocity(const Vector &velocity)
137{
138  //Vector offsetVel =
139  this->velocity = velocity;
140  // offsetVel.normalize();
141  //this->velocity += (offsetVel * 50.0);
142}
143
144
145
146void Projectile::setTarget(PNode* target)
147{
148  if (this->target == NULL)
149    this->target = new PNode(target, PNODE_REPARENT_ON_PARENTS_REMOVE | PNODE_REPARENT_TO_NULL | PNODE_PROHIBIT_DELETE_WITH_PARENT);
150  else
151    this->target->setParent(target);
152}
153
154
155void Projectile::collidesWith (SpaceShip* target, const Vector& location)
156{
157  target->damage(this->physDamage, this->elecDamage);
158  this->destroy(target);
159}
160
161
162/**
163 *  this function gets called by tick to calculate the new flight direction
164 *  @param curDirection direction vector
165 *  @param estTargetDir target vector, pointing to where the target will be on hit
166 *  @param angle = tick * turningSpeed
167 *  @return normalized (new) direction vector
168*/
169// Vector Projectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
170// {
171//   float tmp = angleDeg ( curDirection, estTargetDir);
172//   if ( unlikely(tmp == 0) ) { return curDirection; }
173//
174//   if( fabsf(angle) >  fabsf(tmp) ) { angle = tmp; }
175//
176//   Vector d = curDirection.cross(estTargetDir).cross(curDirection);
177//   d.normalize();
178//   if( unlikely( angle == 90)) { return d; }
179//
180//   Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
181//   newDir.normalize();
182//   return newDir;
183// }
184
185
186/**
187 * signal tick, time dependent things will be handled here
188 * @param dt since last tick
189*/
190void Projectile::tick (float dt)
191{
192/*
193  if (target != NULL){
194    float tti = this->target->getRelCoor().len() / this->getVelocity().len();
195    Vector estTargetDir = (this->target->getRelCoor() + this->target->getVelocity()) * tti;
196    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * dt ) * this->velocity.len();
197    Vector v = this->velocity * (dt);
198    this->shiftCoor(v);
199  }*/
200
201  if (this->tickLifeCycle(dt))
202    this->destroy( NULL );
203}
204
205
206/**
207 *  the function gets called, when the projectile is destroyed
208*/
209void Projectile::destroy (WorldEntity* killer)
210{
211  if (this->explosionBuffer.loaded())
212    this->soundSource.play(this->explosionBuffer);
213}
214
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