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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/projectiles/plasma_pulse.cc @ 10650

Last change on this file since 10650 was 10649, checked in by nicolasc, 18 years ago

added nadion blast
fine tuned weapon timing / prepared projectiles

File size: 2.7 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 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: Marc Schaerrer
13   co-programmer: Benjamin Grauer, Nicolas Schlumberger
14
15*/
16
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
19
20#include "plasma_pulse.h"
21
22#include "state.h"
23
24#include <cassert>
25#include "debug.h"
26
27
28ObjectListDefinition(PlasmaPulse);
29CREATE_FAST_FACTORY_STATIC(PlasmaPulse);
30
31/**
32 *  standard constructor
33*/
34PlasmaPulse::PlasmaPulse () : Projectile()
35{
36  this->registerObject(this, PlasmaPulse::_objectList);
37
38
39  this->setMinEnergy(1);
40  this->setHealthMax(0);
41  this->lifeSpan = 2.0;
42
43  this->grid = new Billboard();
44  this->grid->setSize(.2, .2);
45  this->grid->setPulseMagnitude(.8);
46  this->grid->setParent(this);
47  this->grid->setVisibility(false);
48  this->grid->setPulse();
49
50  this->grid->setTexture( "textures/plasma.png");
51
52  this->grid->toList(OM_ENVIRON); 
53}
54
55
56/**
57 *  standard deconstructor
58 *
59 */
60PlasmaPulse::~PlasmaPulse ()
61{
62  this->grid->toList(OM_DEAD);
63}
64
65
66void PlasmaPulse::activate()
67{
68  this->origList = this->getOMListNumber();
69  this->toList(OM_ENVIRON);
70  this->grid->setVisibility(true);
71
72  this->setPhysDamage(10);
73  this->setElecDamage(0);
74  this->setHealth(0);
75}
76
77
78void PlasmaPulse::deactivate()
79{
80  this->lifeCycle = 0.0;
81
82  this->grid->setVisibility(false);
83  this->lifeCycle = 0.0;
84  this->toList(OM_NULL);
85//   this->removeNode();
86
87  PlasmaPulse::fastFactory->kill(this);
88}
89
90/**
91 *  signal tick, time dependent things will be handled here
92 * @param dt time since last tick
93*/
94void PlasmaPulse::tick (float dt)
95{
96  Vector v = this->velocity * dt;
97  this->shiftCoor(v);
98
99  if (this->tickLifeCycle(dt))
100    this->deactivate();
101
102  this->grid->tick(dt);
103
104  for( ObjectList<Playable>::const_iterator eIterator = Playable::objectList().begin(); eIterator !=Playable::objectList().end(); eIterator++)
105  {
106    if( ((*eIterator)->getOMListNumber() != (this->origList -1))  && ((*eIterator)->getAbsCoor() - this->getAbsCoor()).len() <= 3)
107    {
108      (*eIterator)->hit (this->getDamage(),this);
109      this->deactivate();
110    }
111  }
112
113}
114
115/**
116 *  the function gets called, when the projectile is destroyed
117*/
118void PlasmaPulse::destroy (WorldEntity* killer)
119{
120  this->deactivate();
121  Projectile::destroy( killer );
122  PRINTF(5)("DESTROY PlasmaPulse\n");
123  this->lifeCycle = .95; //!< @todo calculate this usefully.
124}
125
126
127void PlasmaPulse::draw () const
128{
129  glPushMatrix();
130    glEnable( GL_ALPHA_TEST);
131    glAlphaFunc( GL_GEQUAL, .5);
132    this->grid->draw();
133  glPopMatrix();
134
135}
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