1 | |
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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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | |
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20 | #include "attractor_mine.h" |
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21 | |
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22 | |
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23 | #include "shader.h" |
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24 | #include "state.h" |
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25 | #include "debug.h" |
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26 | |
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27 | #include "player.h" |
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28 | #include "playable.h" |
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29 | |
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30 | #include "loading/factory.h" |
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31 | #include "loading/load_param.h" |
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32 | |
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33 | #include "effects/explosion.h" |
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34 | |
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35 | |
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36 | ObjectListDefinition(AttractorMine); |
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37 | CREATE_FACTORY(AttractorMine); |
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38 | #include "script_class.h" |
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39 | CREATE_SCRIPTABLE_CLASS(AttractorMine, |
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40 | addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName)) |
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41 | //Coordinates |
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42 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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43 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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44 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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45 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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46 | ); |
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47 | |
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48 | |
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49 | |
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50 | |
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51 | AttractorMine::AttractorMine(const TiXmlElement* root) |
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52 | : NPC(NULL) |
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53 | { |
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54 | this->registerObject(this, AttractorMine::_objectList); |
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55 | |
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56 | this->toList(OM_GROUP_02); |
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57 | |
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58 | if ((float)rand()/RAND_MAX > .5f) |
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59 | this->loadModel("models/ships/noxon_battle_drone.obj", .3); |
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60 | else |
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61 | this->loadModel("models/ships/noxon_battle_drone.obj", .2); |
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62 | |
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63 | this->setDamage(30.0f); |
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64 | this->subscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE, Playable::staticClassID()); |
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65 | |
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66 | |
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67 | |
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68 | this->shader = NULL; |
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69 | //if (likely(Shader::checkShaderAbility())) |
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70 | // this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
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71 | |
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72 | this->randomRotAxis = VECTOR_RAND(1); |
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73 | |
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74 | if (root != NULL) |
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75 | this->loadParams(root); |
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76 | } |
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77 | |
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78 | |
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79 | AttractorMine::~AttractorMine () |
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80 | { |
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81 | } |
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82 | |
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83 | void AttractorMine::loadParams(const TiXmlElement* root) |
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84 | { |
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85 | NPC::loadParams(root); |
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86 | |
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87 | } |
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88 | |
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89 | |
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90 | void AttractorMine::destroy(WorldEntity* killer) |
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91 | { |
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92 | Explosion::explode(this, Vector(10,10,10)); |
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93 | this->toList(OM_DEAD); |
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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 | |
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99 | /** |
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100 | * the entity is drawn onto the screen with this function |
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101 | * |
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102 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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103 | * Just override this function with whatever you want to be drawn. |
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104 | */ |
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105 | void AttractorMine::draw() const |
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106 | { |
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107 | glMatrixMode(GL_MODELVIEW); |
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108 | glPushMatrix(); |
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109 | float matrix[4][4]; |
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110 | |
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111 | /* translate */ |
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112 | glTranslatef (this->getAbsCoor ().x, |
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113 | this->getAbsCoor ().y, |
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114 | this->getAbsCoor ().z); |
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115 | /* rotate */ |
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116 | this->getAbsDir ().matrix (matrix); |
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117 | glMultMatrixf((float*)matrix); |
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118 | |
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119 | // if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
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120 | // shader->activateShader(); |
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121 | |
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122 | this->getModel()->draw(); |
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123 | // shader->deactivateShader(); |
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124 | |
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125 | |
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126 | /* if (this->model) |
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127 | this->model->draw();*/ |
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128 | glPopMatrix(); |
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129 | } |
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130 | |
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131 | |
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132 | void AttractorMine::tick(float dt) |
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133 | { |
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134 | PNode* attractNode = State::getPlayer()->getPlayable(); |
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135 | if (attractNode != NULL) |
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136 | { |
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137 | if (this->distance(attractNode) < 80) |
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138 | { |
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139 | Vector dist = (attractNode->getAbsCoor() - this->getAbsCoor()); |
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140 | float distance = dist.len(); |
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141 | this->velocity += dist * (( 250.0 - distance) / distance * dt); |
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142 | } |
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143 | } |
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144 | |
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145 | this->shiftCoor(this->velocity * dt); |
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146 | |
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147 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
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148 | |
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149 | //if (directin.len() < 100) |
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150 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
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151 | this->shiftDir(Quaternion(.5 * dt, this->randomRotAxis)); |
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152 | |
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153 | } |
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154 | |
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155 | |
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156 | |
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