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source: orxonox.OLD/branches/scriptchanges/src/world_entities/projectiles/rail_projectile.cc @ 10451

Last change on this file since 10451 was 10114, checked in by patrick, 18 years ago

merged network back to trunk

File size: 4.0 KB
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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 "rail_projectile.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(RailProjectile);
32CREATE_FAST_FACTORY_STATIC(RailProjectile);
33
34/**
35 *  standard constructor
36*/
37RailProjectile::RailProjectile () : Projectile()
38{
39  this->registerObject(this, RailProjectile::_objectList);
40
41  this->loadModel("models/projectiles/laser.obj", 1);
42
43  this->setMinEnergy(10);
44  this->setHealthMax(10);
45  this->lifeSpan = .5f;
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*/
58RailProjectile::~RailProjectile ()
59{
60  // delete this->emitter;
61
62  /* this is normaly done by World.cc by deleting the ParticleEngine */
63  if (RailProjectile::explosionParticles != NULL && RailProjectile::objectList().size() <= 1)
64  {
65    //if (ClassList::exists(RailProjectile::explosionParticles, CL_PARTICLE_SYSTEM))
66    //  delete RailProjectile::explosionParticles;
67    PRINTF(1)("Deleting RailProjectile Particles\n");
68    RailProjectile::explosionParticles = NULL;
69  }
70
71}
72
73SpriteParticles* RailProjectile::explosionParticles = NULL;
74
75void RailProjectile::activate()
76{
77  if (unlikely(RailProjectile::explosionParticles == NULL))
78  {
79    RailProjectile::explosionParticles = new SpriteParticles(1000);
80    RailProjectile::explosionParticles->setName("RailProjectileExplosionParticles");
81    RailProjectile::explosionParticles->setLifeSpan(.5, .3);
82    RailProjectile::explosionParticles->setRadius(0.0, 10.0);
83    RailProjectile::explosionParticles->setRadius(.5, 6.0);
84    RailProjectile::explosionParticles->setRadius(1.0, 3.0);
85    RailProjectile::explosionParticles->setColor(0.0, 1,1,0,.9);
86    RailProjectile::explosionParticles->setColor(0.5, .8,.8,0,.5);
87    RailProjectile::explosionParticles->setColor(1.0, .8,.8,.7,.0);
88  }
89
90  this->setHealth(10);
91}
92
93
94void RailProjectile::deactivate()
95{
96  assert (RailProjectile::explosionParticles != NULL);
97  RailProjectile::explosionParticles->removeEmitter(this->emitter);
98  this->lifeCycle = 0.0;
99
100  this->toList(OM_NULL);
101  this->removeNode();
102  RailProjectile::fastFactory->kill(this);
103}
104
105
106void RailProjectile::collidesWith(WorldEntity* entity, const Vector& location)
107{
108  if (this->hitEntity != entity && entity->isA( "NPC" ))
109    this->destroy( entity );
110  this->hitEntity = entity;
111}
112
113/**
114 *  signal tick, time dependent things will be handled here
115 * @param dt time since last tick
116*/
117void RailProjectile::tick (float dt)
118{
119  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
120  Vector v = this->velocity * dt;
121  this->shiftCoor(v);
122
123  if (this->tickLifeCycle(dt))
124    this->deactivate();
125}
126
127/**
128 *  the function gets called, when the projectile is destroyed
129*/
130void RailProjectile::destroy (WorldEntity* killer)
131{
132  Projectile::destroy( killer );
133  PRINTF(5)("DESTROY RailProjectile\n");
134  this->lifeCycle = .95; //!< @todo calculate this usefully.
135
136  this->emitter->setSystem(RailProjectile::explosionParticles);
137}
138
139
140void RailProjectile::draw () const
141{
142  glPushAttrib(GL_ENABLE_BIT);
143  glDisable(GL_LIGHTING);
144
145  WorldEntity::draw();
146/*  glMatrixMode(GL_MODELVIEW);
147  glPushMatrix();
148
149  float matrix[4][4];
150  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
151  this->getAbsDir().matrix (matrix);
152  glMultMatrixf((float*)matrix);
153  glScalef(2.0, 2.0, 2.0);
154  this->getModel()->draw();
155  glPopMatrix();*/
156
157  glPopAttrib();
158}
159
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