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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | |
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19 | #include "projectile.h" |
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20 | |
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21 | #include "world_entity.h" |
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22 | #include "weapon.h" |
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23 | #include "null_parent.h" |
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24 | #include "model.h" |
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25 | #include "vector.h" |
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26 | |
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27 | using namespace std; |
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28 | |
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29 | |
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30 | /** |
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31 | \brief standard constructor |
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32 | */ |
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33 | Projectile::Projectile (Weapon* weapon) : WorldEntity() |
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34 | { |
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35 | this->setClassID(CL_PROJECTILE, "Projectile"); |
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36 | |
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37 | this->weapon = weapon; |
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38 | this->flightDirection = NULL; |
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39 | this->currentLifeTime = 0.0f; |
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40 | this->ttl = 0.75f; /* sec */ |
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41 | this->speed = 2.0f; |
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42 | } |
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43 | |
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44 | |
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45 | /** |
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46 | \brief standard deconstructor |
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47 | */ |
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48 | Projectile::~Projectile () |
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49 | { |
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50 | /* |
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51 | do not delete the test projectModel, since it is pnode |
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52 | and will be cleaned out by world |
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53 | */ |
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54 | //delete this->projectileModel; |
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55 | } |
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56 | |
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57 | |
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58 | /** |
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59 | \brief this sets the flight direction of the projectile |
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60 | \param directin in which to flight |
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61 | |
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62 | this function will calculate a vector out of this to be used in the |
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63 | tick function |
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64 | */ |
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65 | void Projectile::setFlightDirection(Quaternion flightDirection) |
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66 | { |
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67 | if( this->flightDirection == NULL) |
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68 | this->flightDirection = new Vector(); |
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69 | Vector v(1, 0, 0); |
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70 | *this->flightDirection = flightDirection.apply(v); |
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71 | this->flightDirection->normalize(); |
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72 | } |
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73 | |
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74 | |
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75 | /** |
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76 | \brief this sets the time to life of the projectile |
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77 | \param ttl in second |
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78 | |
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79 | after this life time, the projectile will garbage collect itself |
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80 | */ |
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81 | void Projectile::setTTL(float ttl) |
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82 | { |
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83 | this->ttl = ttl; |
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84 | } |
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85 | |
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86 | |
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87 | /** |
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88 | \brief sets the speed of the projectile |
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89 | */ |
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90 | void Projectile::setSpeed(float speed) |
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91 | { |
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92 | this->speed = speed * 3; /* fix speed settings */ |
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93 | PRINTF(4)("Projectile::setting speed to: %f\n", this->speed); |
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94 | } |
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95 | |
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96 | |
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97 | /** |
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98 | \brief sets the velocity vector to a spec speed |
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99 | \param velocity: vector of the velocity |
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100 | */ |
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101 | void Projectile::setVelocity(const Vector &velocity) |
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102 | { |
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103 | this->offsetVel = this->velocity = velocity; |
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104 | this->offsetVel.normalize(); |
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105 | this->velocity += (this->offsetVel * 50.0); |
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106 | } |
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107 | |
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108 | |
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109 | /** |
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110 | \brief signal tick, time dependent things will be handled here |
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111 | \param time since last tick |
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112 | */ |
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113 | void Projectile::tick (float time) |
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114 | { |
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115 | Vector v = this->velocity * (time); |
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116 | this->shiftCoor(v); |
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117 | |
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118 | this->currentLifeTime += time; |
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119 | if( this->ttl < this->currentLifeTime) |
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120 | { |
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121 | PRINTF(5)("FINALIZE==========================\n"); |
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122 | PRINTF(5)("current life time is: %f/%f\n", this->currentLifeTime, this->ttl); |
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123 | PRINTF(5)("FINALIZE===========================\n"); |
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124 | this->finalize(); |
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125 | this->currentLifeTime = 0.0f; |
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126 | } |
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127 | } |
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128 | |
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129 | /** |
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130 | \brief the projectile gets hit by another entity |
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131 | \param the other entity |
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132 | \param place where it is hit |
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133 | */ |
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134 | void Projectile::hit (WorldEntity* entity, Vector* place) |
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135 | {} |
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136 | |
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137 | |
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138 | /** |
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139 | \brief the function gets called, when the projectile is destroyed |
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140 | */ |
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141 | void Projectile::destroy () |
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142 | {} |
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143 | |
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144 | |
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145 | void Projectile::draw () |
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146 | { |
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147 | glMatrixMode(GL_MODELVIEW); |
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148 | glPushMatrix(); |
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149 | |
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150 | float matrix[4][4]; |
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151 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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152 | this->getAbsDir().matrix (matrix); |
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153 | glMultMatrixf((float*)matrix); |
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154 | this->model->draw(); |
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155 | |
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156 | glPopMatrix(); |
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157 | } |
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158 | |
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