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source: orxonox.OLD/orxonox/branches/physics/src/world_entities/projectile.cc @ 4001

Last change on this file since 4001 was 3755, checked in by patrick, 20 years ago

orxonox/trunk: now got two weapons firing syncronized

File size: 3.0 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
18
19#include "projectile.h"
20
21#include "world_entity.h"
22#include "weapon.h"
23#include "null_parent.h"
24#include "model.h"
25#include "vector.h"
26
27using namespace std;
28
29
30/**
31   \brief standard constructor
32*/
33Projectile::Projectile (Weapon* weapon) : WorldEntity()
34{
35  this->weapon = weapon;
36  this->flightDirection = NULL;
37  this->currentLifeTime = 0.0f;
38  this->ttl = 0.75f; /* sec */
39  this->speed = 2.0f;
40}
41
42
43/**
44   \brief standard deconstructor
45*/
46Projectile::~Projectile () 
47{
48  /*
49     do not delete the test projectModel, since it is pnode
50     and will be cleaned out by world
51  */
52  //delete this->projectileModel;
53}
54
55
56/**
57   \brief this sets the flight direction of the projectile
58   \param directin in which to flight
59
60   this function will calculate a vector out of this to be used in the
61   tick function
62*/
63void Projectile::setFlightDirection(Quaternion flightDirection)
64{
65  if( this->flightDirection == NULL)
66    this->flightDirection = new Vector();
67  Vector v(1, 0, 0);
68  *this->flightDirection = flightDirection.apply(v);
69  this->flightDirection->normalize();
70}
71
72
73/**
74   \brief this sets the time to life of the projectile
75   \param ttl in second
76
77   after this life time, the projectile will garbage collect itself
78*/
79void Projectile::setTTL(float ttl)
80{
81  this->ttl = ttl;
82}
83
84
85/**
86   \brief sets the speed of the projectile
87*/
88void Projectile::setSpeed(float speed)
89{
90  this->speed = speed * 3; /* fix speed settings */
91  PRINTF(4)("Projectile::setting speed to: %f\n", this->speed);
92}
93
94/**
95   \brief signal tick, time dependent things will be handled here
96   \param time since last tick
97*/
98void Projectile::tick (float time) 
99{
100  Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.7);
101  this->shiftCoor(v);
102
103  this->currentLifeTime += time;
104  if( this->ttl < this->currentLifeTime)
105    {
106      PRINTF(5)("FINALIZE==========================\n");
107      PRINTF(5)("current life time is: %f/%f\n", this->currentLifeTime, this->ttl);
108      PRINTF(5)("FINALIZE===========================\n");
109      this->finalize();
110      this->currentLifeTime = 0.0f;
111    }
112}
113
114/**
115   \brief the projectile gets hit by another entity
116   \param the other entity
117   \param place where it is hit
118*/
119void Projectile::hit (WorldEntity* entity, Vector* place) 
120{}
121
122
123/**
124   \brief the function gets called, when the projectile is destroyed
125*/
126void Projectile::destroy () 
127{}
128
129
130void Projectile::draw () 
131{
132  glMatrixMode(GL_MODELVIEW);
133  glPushMatrix();
134
135  float matrix[4][4]; 
136  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
137  this->getAbsDir().matrix (matrix);
138  glMultMatrixf((float*)matrix); 
139  this->model->draw();
140
141  glPopMatrix();
142}
143
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