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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/projectiles/swarm_projectile.cc @ 10662

Last change on this file since 10662 was 10649, checked in by nicolasc, 18 years ago

added nadion blast
fine tuned weapon timing / prepared projectiles

File size: 7.7 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, Nicolas Schlumberger
13   co-programmer:
14
15*/
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "swarm_projectile.h"
19
20#include "state.h"
21
22#include "particles/dot_emitter.h"
23#include "particles/sprite_particles.h"
24#include "space_ships/space_ship.h"
25#include "effects/trail.h"
26
27#include "debug.h"
28
29
30
31#include "math/vector.h"
32
33ObjectListDefinition(SwarmProjectile);
34CREATE_FAST_FACTORY_STATIC(SwarmProjectile);
35
36/**
37 *  standard constructor
38*/
39SwarmProjectile::SwarmProjectile () : Projectile()
40{
41  this->loadModel("models/projectiles/swarm_projectile.obj", .333); // no double rescale (see draw())
42  this->loadExplosionSound("sounds/explosions/explosion_4.wav");
43
44
45  this->setMinEnergy(1);
46  this->setHealthMax(10);
47  this->lifeSpan = 4.0;
48  this->agility = 3.5;
49
50  this->emitter = new DotEmitter(100, 5, M_2_PI);
51  this->emitter->setParent(this);
52  this->emitter->setSpread(M_PI, M_PI);
53
54  this->turningSpeed = 10;
55
56  this->physDamage = 200;
57  this->elecDamage = 0;
58
59  this->trail = new Trail(2.5, 4, .2, this);
60  this->trail->setTexture( "textures/laser.png");
61
62//   this->maxVelocity = 300;
63
64  this->smoke = new Trail(20, 10, .3, this);
65  this->smoke->setTexture ("textures/engine.png");
66
67  this->angle = 0;
68
69
70
71  this->origList = this->getOMListNumber();
72  this->toList(OM_ENVIRON);
73}
74
75
76/**
77 *  standard deconstructor
78*/
79SwarmProjectile::~SwarmProjectile ()
80{
81
82  if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1)
83  {
84    if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles))
85      delete SwarmProjectile::explosionParticles;
86    SwarmProjectile::explosionParticles = NULL;
87  }
88  // delete this->emitter;
89  delete this->trail;
90  delete this->smoke;
91}
92
93SpriteParticles* SwarmProjectile::explosionParticles = NULL;
94
95
96
97void SwarmProjectile::activate()
98{
99  this->toList(OM_ENVIRON);
100  if (unlikely(SwarmProjectile::explosionParticles == NULL))
101  {
102    SwarmProjectile::explosionParticles = new SpriteParticles(200);
103    SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles");
104    SwarmProjectile::explosionParticles->setMaterialTexture("textures/radial-trans-noise.png");
105    SwarmProjectile::explosionParticles->setLifeSpan(.5, .3);
106    SwarmProjectile::explosionParticles->setRadius(0.0, 10);
107    SwarmProjectile::explosionParticles->setRadius(.5, 15.0);
108    SwarmProjectile::explosionParticles->setRadius(1.0, 10.0);
109    SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1);
110    SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8);
111    SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8);
112    SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0);
113  }
114
115  this->emitter->setEmissionRate(50.0);
116  this->emitter->setEmissionVelocity(0.0);
117  this->emitter->setInheritSpeed(0);
118
119  this->setHealth(10.0* (float)rand()/(float)RAND_MAX);
120
121//   this->maxVelocity = 300;
122
123//   this->rotationSpeed = 360;
124  this->angle = 0;
125
126  this->curDir = this->lastDir = this->velocity;
127}
128
129
130void SwarmProjectile::deactivate()
131{
132  this->emitter->setSystem(NULL);
133  this->lifeCycle = 0.0;
134
135  this->toList(OM_DEAD);
136//   this->removeNode();
137  SwarmProjectile::fastFactory->kill(this);
138}
139
140
141void SwarmProjectile::hit (WorldEntity* entity, float damage)
142{
143  if (this->hitEntity != entity)
144    this->destroy( entity );
145  this->hitEntity = entity;
146  //dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),this->getElecDamage());
147 // this->destroy(this);
148  this->deactivate();
149}
150
151
152void SwarmProjectile::setTarget(PNode* target)
153{
154    this->target = target;
155}
156
157
158
159/**
160 *  this function gets called by tick to calculate the new flight direction
161 *  @param curDirection direction vector
162 *  @param estTargetDir target vector, pointing to where the target will be on hit
163 *  @param angle = tick * turningSpeed
164 *  @return (new) direction vector
165*/
166Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
167{
168  if (unlikely(curDirection.len() == 0))
169    return curDirection;
170  //printf("recalculating direction\n");
171  float tmp = angleRad ( curDirection, estTargetDir);
172  if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); }
173//   printf("turning angle: %f\ntemp: %f\n", angle, tmp);
174
175  if( fabsf(angle) >  fabsf(tmp) )
176    angle = tmp;
177  else
178    angle *= tmp/fabsf(tmp);
179
180  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
181  d.normalize();
182  if( unlikely( fabsf(angle) == 90)) { return d; } //avoid complication
183
184  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
185  newDir.normalize();
186  newDir *= curDirection.len();
187  return newDir;
188}
189
190
191
192
193/**
194 *  signal tick, time dependent things will be handled here
195 * @param time since last tick
196*/
197void SwarmProjectile::tick (float time)
198{
199  if(unlikely(this->target == NULL)) /** Check whether the target still exists*/
200    this->deactivate();
201
202
203
204/** old  guiding function*/
205
206  float projectileVelocity = this->getVelocity().len();
207  if (target != NULL){
208    Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
209    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
210  }
211  else
212    if (likely(projectileVelocity != 0 || projectileVelocity != this->maxVelocity) )
213      this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max
214/*
215  printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
216  printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z);*/
217
218  this->shiftCoor(this->velocity * time);
219
220  if(this->tickLifeCycle(time))
221    this->deactivate();
222
223  this->trail->tick(time);
224  this->smoke->tick(time);
225
226  this->angle += this->rotationSpeed * time;
227
228  while (this->angle > 360)
229  {
230    this->angle -= 360;
231  }
232
233  this->lastDir = this->curDir;
234  this->curDir = this->velocity;
235
236  if( this->target != NULL && (this->getAbsCoor() - this->target->getAbsCoor()).len() < 3)   // HACK  Temp fake workaround for collision :)
237  {
238    dynamic_cast<WorldEntity*>(target)->destroy(this); //hit(this->getDamage(), this);
239    this->deactivate();
240    PRINTF(0)("Target was hit by Swarm Missile!\n");
241  }
242  else if( this->target == NULL)
243    this->deactivate();
244}
245
246/**
247 *  the function gets called, when the projectile is destroyed
248 */
249void SwarmProjectile::destroy (WorldEntity* killer)
250{
251
252//   printf("THIS SHOULD WORK!\n");
253
254  Projectile::destroy( killer );
255  PRINTF(5)("DESTROY SwarmProjectile\n");
256  this->lifeCycle = .95; //!< @todo calculate this usefully.
257  this->emitter->setSystem(SwarmProjectile::explosionParticles);
258
259  this->emitter->setEmissionRate(1000.0);
260  this->emitter->setEmissionVelocity(50.0);
261  this->deactivate();
262
263}
264
265
266void SwarmProjectile::draw () const
267{
268  glMatrixMode(GL_MODELVIEW);
269  glPushMatrix();
270
271  Vector tmpDir = this->curDir; // *.7 + this->lastDir * .3;
272  tmpDir.slerpTo(this->lastDir, .4);
273
274  float matrix[4][4];
275  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
276  Vector tmpRot = this->getAbsCoor().cross(tmpDir);
277  glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z );
278  glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile
279  this->getAbsDir().matrix (matrix);
280  glMultMatrixf((float*)matrix);
281  this->getModel()->draw();
282  glTranslatef(-.9,0,0);
283  this->trail->draw();
284  glTranslatef( -1.1, 0, 0);
285  this->smoke->draw();
286  glPopMatrix();
287}
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