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source: orxonox.OLD/trunk/src/world_entities/projectiles/laser.cc @ 7149

Last change on this file since 7149 was 7086, checked in by bensch, 19 years ago

Destroy Sounds

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 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: Patrick Boenzli
13   co-programmer: Benjamin Grauer
14
15*/
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "laser.h"
19#include <assert.h>
20
21
22#include "fast_factory.h"
23
24#include "state.h"
25#include "class_list.h"
26#include "model.h"
27
28#include "dot_emitter.h"
29#include "sprite_particles.h"
30
31#include <cassert>
32
33using namespace std;
34
35CREATE_FAST_FACTORY_STATIC(Laser, CL_LASER);
36
37/**
38 *  standard constructor
39*/
40Laser::Laser () : Projectile()
41{
42  this->setClassID(CL_LASER, "Laser");
43
44  this->loadModel("models/projectiles/laser.obj");
45
46  this->setMinEnergy(10);
47  this->setHealthMax(10);
48  this->lifeSpan = 5.0;
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  this->emitter->setEmissionRate(300.0);
54  this->emitter->setEmissionVelocity(50.0);
55}
56
57
58/**
59 *  standard deconstructor
60*/
61Laser::~Laser ()
62{
63  // delete this->emitter;
64
65  /* this is normaly done by World.cc by deleting the ParticleEngine */
66  if (Laser::explosionParticles != NULL && ClassList::getList(CL_LASER)->size() <= 1)
67  {
68    //if (ClassList::exists(Laser::explosionParticles, CL_PARTICLE_SYSTEM))
69    //  delete Laser::explosionParticles;
70    PRINTF(1)("Deleting Laser Particles\n");
71    Laser::explosionParticles = NULL;
72  }
73
74}
75
76SpriteParticles* Laser::explosionParticles = NULL;
77
78void Laser::activate()
79{
80  if (unlikely(Laser::explosionParticles == NULL))
81  {
82    Laser::explosionParticles = new SpriteParticles(1000);
83    Laser::explosionParticles->setName("LaserExplosionParticles");
84    Laser::explosionParticles->setLifeSpan(.5, .3);
85    Laser::explosionParticles->setRadius(0.0, 10.0);
86    Laser::explosionParticles->setRadius(.5, 6.0);
87    Laser::explosionParticles->setRadius(1.0, 3.0);
88    Laser::explosionParticles->setColor(0.0, 1,1,0,.9);
89    Laser::explosionParticles->setColor(0.5, .8,.8,0,.5);
90    Laser::explosionParticles->setColor(1.0, .8,.8,.7,.0);
91  }
92
93  this->setHealth(10);
94}
95
96
97void Laser::deactivate()
98{
99  assert (Laser::explosionParticles != NULL);
100  Laser::explosionParticles->removeEmitter(this->emitter);
101  this->lifeCycle = 0.0;
102
103  this->toList(OM_NULL);
104  this->removeNode();
105  Laser::fastFactory->kill(this);
106}
107
108
109void Laser::collidesWith(WorldEntity* entity, const Vector& location)
110{
111  if (this->hitEntity != entity && entity->isA(CL_NPC))
112    this->destroy();
113  this->hitEntity = entity;
114}
115
116/**
117 *  signal tick, time dependent things will be handled here
118 * @param dt time since last tick
119*/
120void Laser::tick (float dt)
121{
122  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
123  Vector v = this->velocity * dt;
124  this->shiftCoor(v);
125
126  if (this->tickLifeCycle(dt))
127    this->deactivate();
128}
129
130/**
131 *  the function gets called, when the projectile is destroyed
132*/
133void Laser::destroy ()
134{
135  Projectile::destroy();
136  PRINTF(5)("DESTROY Laser\n");
137  this->lifeCycle = .95; //!< @todo calculate this usefully.
138
139  this->emitter->setSystem(Laser::explosionParticles);
140}
141
142
143void Laser::draw () const
144{
145  glMatrixMode(GL_MODELVIEW);
146  glPushMatrix();
147  glPushAttrib(GL_ENABLE_BIT);
148  glDisable(GL_LIGHTING);
149
150  float matrix[4][4];
151  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
152  this->getAbsDir().matrix (matrix);
153  glMultMatrixf((float*)matrix);
154  glScalef(2.0, 2.0, 2.0);
155  this->getModel()->draw();
156  glPopAttrib();
157  glPopMatrix();
158}
159
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