1 | |
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2 | /* |
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3 | orxonox - the future of 3D-vertical-scrollers |
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4 | |
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5 | Copyright (C) 2004 orx |
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6 | |
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7 | This program is free software; you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation; either version 2, or (at your option) |
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10 | any later version. |
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11 | |
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12 | ### File Specific |
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13 | main-programmer: Silvan Nellen |
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14 | co-programmer: |
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15 | |
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16 | */ |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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18 | |
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19 | #include "swarm_projectile.h" |
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20 | |
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21 | #include "state.h" |
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22 | |
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23 | #include "particles/dot_emitter.h" |
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24 | #include "particles/sprite_particles.h" |
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25 | #include "space_ships/space_ship.h" |
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26 | #include "effects/trail.h" |
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27 | |
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28 | #include "debug.h" |
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29 | |
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30 | #include "class_id_DEPRECATED.h" |
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31 | |
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32 | #include "math/vector.h" |
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33 | |
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34 | ObjectListDefinitionID(SwarmProjectile, CL_SWARM_PROJECTILE); |
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35 | CREATE_FAST_FACTORY_STATIC(SwarmProjectile); |
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36 | |
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37 | /** |
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38 | * standard constructor |
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39 | */ |
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40 | SwarmProjectile::SwarmProjectile () : Projectile() |
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41 | { |
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42 | |
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43 | /* this->loadModel("models/projectiles/orx-rocket.obj", 0.5);*/ |
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44 | this->loadModel("models/projectiles/swarm_projectile.obj"); // no double rescale (see draw()) |
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45 | this->loadExplosionSound("sound/explosions/explosion_4.wav"); |
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46 | |
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47 | |
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48 | this->setMinEnergy(1); |
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49 | this->setHealthMax(10); |
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50 | this->lifeSpan = 4.0; |
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51 | this->agility = 3.5; |
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52 | |
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53 | this->emitter = new DotEmitter(100, 5, M_2_PI); |
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54 | this->emitter->setParent(this); |
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55 | this->emitter->setSpread(M_PI, M_PI); |
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56 | |
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57 | this->turningSpeed = 30; |
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58 | |
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59 | this->physDamage = 200; |
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60 | |
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61 | this->trail = new Trail(2.5,4,.2, this); |
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62 | //this->trail->setParent( this); |
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63 | this->trail->setTexture( "maps/laser.png"); |
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64 | } |
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65 | |
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66 | |
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67 | /** |
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68 | * standard deconstructor |
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69 | */ |
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70 | SwarmProjectile::~SwarmProjectile () |
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71 | { |
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72 | |
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73 | if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1) |
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74 | { |
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75 | if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles)) |
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76 | delete SwarmProjectile::explosionParticles; |
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77 | SwarmProjectile::explosionParticles = NULL; |
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78 | } |
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79 | // delete this->emitter; |
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80 | delete this->trail; |
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81 | } |
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82 | |
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83 | SpriteParticles* SwarmProjectile::explosionParticles = NULL; |
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84 | |
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85 | |
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86 | |
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87 | void SwarmProjectile::activate() |
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88 | { |
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89 | if (unlikely(SwarmProjectile::explosionParticles == NULL)) |
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90 | { |
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91 | SwarmProjectile::explosionParticles = new SpriteParticles(200); |
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92 | SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles"); |
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93 | SwarmProjectile::explosionParticles->setMaterialTexture("maps/radial-trans-noise.png"); |
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94 | SwarmProjectile::explosionParticles->setLifeSpan(.5, .3); |
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95 | SwarmProjectile::explosionParticles->setRadius(0.0, 10); |
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96 | SwarmProjectile::explosionParticles->setRadius(.5, 15.0); |
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97 | SwarmProjectile::explosionParticles->setRadius(1.0, 10.0); |
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98 | SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1); |
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99 | SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8); |
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100 | SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8); |
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101 | SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0); |
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102 | } |
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103 | |
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104 | |
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105 | this->updateNode(0); |
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106 | this->emitter->setEmissionRate(50.0); |
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107 | this->emitter->setEmissionVelocity(0.0); |
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108 | this->emitter->setInheritSpeed(0); |
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109 | |
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110 | this->setHealth(10.0* (float)rand()/(float)RAND_MAX); |
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111 | |
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112 | this->maxVelocity = 300; |
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113 | |
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114 | this->rotationSpeed = 360; |
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115 | this->angle = 0; |
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116 | |
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117 | this->curDir = this->lastDir = this->velocity; |
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118 | } |
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119 | |
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120 | |
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121 | void SwarmProjectile::deactivate() |
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122 | { |
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123 | this->emitter->setSystem(NULL); |
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124 | this->lifeCycle = 0.0; |
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125 | |
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126 | this->toList(OM_DEAD); |
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127 | this->removeNode(); |
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128 | SwarmProjectile::fastFactory->kill(this); |
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129 | } |
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130 | |
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131 | |
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132 | void SwarmProjectile::collidesWith(WorldEntity* entity, const Vector& location) |
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133 | { |
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134 | if (this->hitEntity != entity) |
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135 | this->destroy( entity ); |
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136 | this->hitEntity = entity; |
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137 | dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),0); |
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138 | } |
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139 | |
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140 | |
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141 | void SwarmProjectile::setTarget(PNode* target) |
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142 | { |
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143 | this->target = target; |
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144 | } |
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145 | |
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146 | |
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147 | |
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148 | /** |
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149 | * this function gets called by tick to calculate the new flight direction |
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150 | * @param curDirection direction vector |
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151 | * @param estTargetDir target vector, pointing to where the target will be on hit |
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152 | * @param angle = tick * turningSpeed |
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153 | * @return (new) direction vector |
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154 | */ |
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155 | Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle) |
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156 | { |
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157 | if (unlikely(curDirection.len() == 0)) |
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158 | return curDirection; |
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159 | //printf("recalculating direction\n"); |
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160 | float tmp = angleRad ( curDirection, estTargetDir); |
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161 | if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); } |
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162 | // printf("turning angle: %f\ntemp: %f\n", angle, tmp); |
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163 | |
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164 | if( fabsf(angle) > fabsf(tmp) ) { angle = tmp; } |
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165 | |
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166 | Vector d = curDirection.cross(estTargetDir).cross(curDirection); |
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167 | d.normalize(); |
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168 | if( unlikely( angle == 90)) { return d; } //avoid complication |
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169 | |
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170 | Vector newDir = curDirection + d * curDirection.len() * tan (angle); |
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171 | newDir.normalize(); |
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172 | newDir *= curDirection.len(); |
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173 | return newDir; |
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174 | } |
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175 | |
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176 | |
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177 | |
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178 | |
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179 | /** |
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180 | * signal tick, time dependent things will be handled here |
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181 | * @param time since last tick |
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182 | */ |
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183 | void SwarmProjectile::tick (float time) |
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184 | { |
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185 | /* |
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186 | Vector targetFarFarAway = this->getAbsCoor() + Vector(100000, 0, 0); |
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187 | |
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188 | { |
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189 | speed = velocity.len(); |
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190 | diffVector = ((targetFarFarAway - this->getAbsCoor()).getNormalized()); |
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191 | |
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192 | if(velocity.dot(diffVector) != 0) |
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193 | { |
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194 | correctionVector = (( ( diffVector * (speed * speed/( velocity.dot(diffVector ) ) )) - velocity).getNormalized()) * agility; |
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195 | |
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196 | if( (diffVector * (speed * speed/( velocity.dot(diffVector ) ) ) -velocity).len() < agility ) |
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197 | velocity = ((diffVector * (speed * speed/( velocity.dot(diffVector ) ) )).getNormalized())*agility; |
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198 | else if(velocity.dot(diffVector) > 0) |
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199 | velocity += correctionVector; |
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200 | else if (velocity.dot(diffVector) < 0) |
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201 | velocity -= correctionVector; |
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202 | } |
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203 | else |
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204 | velocity += diffVector * agility; |
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205 | |
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206 | this->setAbsDir(Quaternion(velocity, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0))); |
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207 | } |
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208 | |
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209 | velocity *= maxVelocity/velocity.len(); |
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210 | Vector v = this->velocity * (time); |
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211 | this->shiftCoor(v);*/ |
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212 | |
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213 | float projectileVelocity = this->getVelocity().len(); |
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214 | if (target != NULL){ |
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215 | /* float tti; //Time To Impact*/ |
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216 | // float targetVelocity = this->target->getVelocity().len(); |
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217 | // if (unlikely(projectileVelocity == 0 && targetVelocity == 0)) // TODO calculate this reasonably |
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218 | // tti = 1; // we do have a problem.... |
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219 | // else |
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220 | // tti = (this->getAbsCoor() - this->target->getAbsCoor()).len() / sqrt ( projectileVelocity * projectileVelocity + targetVelocity * targetVelocity); |
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221 | Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized() * maxVelocity; |
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222 | this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time ); |
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223 | } |
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224 | else |
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225 | if (likely(projectileVelocity != 0)) |
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226 | this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max |
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227 | |
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228 | // printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z); |
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229 | // printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z); |
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230 | |
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231 | this->shiftCoor(this->velocity * (time)); |
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232 | |
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233 | if(this->tickLifeCycle(time)) |
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234 | this->deactivate(); |
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235 | |
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236 | this->trail->tick(time); |
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237 | |
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238 | this->angle += this->rotationSpeed * time; |
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239 | |
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240 | this->lastDir = this->curDir; |
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241 | this->curDir = this->velocity; |
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242 | if( (this->getAbsCoor() - this->target->getAbsCoor()).len() < 4) // FIXME Temp fake workaround for collision :) |
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243 | { |
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244 | dynamic_cast<WorldEntity*>(target)->destroy( this); |
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245 | this->destroy( this); |
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246 | } |
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247 | } |
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248 | |
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249 | /** |
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250 | * the function gets called, when the projectile is destroyed |
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251 | */ |
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252 | void SwarmProjectile::destroy (WorldEntity* killer) |
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253 | { |
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254 | |
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255 | printf("THIS SHOULD WORLk\n"); |
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256 | |
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257 | Projectile::destroy( killer ); |
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258 | PRINTF(5)("DESTROY SwarmProjectile\n"); |
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259 | this->lifeCycle = .95; //!< @todo calculate this usefully. |
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260 | this->emitter->setSystem(SwarmProjectile::explosionParticles); |
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261 | |
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262 | this->emitter->setEmissionRate(1000.0); |
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263 | this->emitter->setEmissionVelocity(50.0); |
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264 | this->deactivate(); |
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265 | |
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266 | } |
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267 | |
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268 | |
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269 | void SwarmProjectile::draw () const |
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270 | { |
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271 | glMatrixMode(GL_MODELVIEW); |
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272 | glPushMatrix(); |
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273 | |
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274 | Vector tmpDir = this->curDir *.5 + this->lastDir * .5; |
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275 | |
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276 | float matrix[4][4]; |
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277 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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278 | Vector tmpRot = this->getAbsCoor().cross(tmpDir); |
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279 | glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z ); |
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280 | glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile |
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281 | this->getAbsDir().matrix (matrix); |
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282 | glMultMatrixf((float*)matrix); |
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283 | //glScalef(2.0, 2.0, 2.0); // no double rescale |
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284 | this->getModel()->draw(); |
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285 | glTranslatef(-.9,0,0); |
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286 | this->trail->draw(); |
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287 | glPopMatrix(); |
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288 | } |
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