/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific main-programmer: Patrick Boenzli co-programmer: Benjamin Grauer */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "laser.h" #include "fast_factory.h" #include "state.h" #include "list.h" #include "class_list.h" #include "model.h" #include "particle_engine.h" #include "particle_emitter.h" #include "particle_system.h" using namespace std; CREATE_FAST_FACTORY_STATIC(Laser, CL_LASER); /** * standard constructor */ Laser::Laser () : Projectile() { this->setClassID(CL_LASER, "Laser"); this->loadModel("models/projectiles/laser.obj"); this->energyMin = 1; this->energyMax = 10; this->lifeSpan = 1.0; this->emitter = new ParticleEmitter(Vector(0,1,0), M_2_PI, 100, 5); this->emitter->setParent(this); this->emitter->setSpread(M_PI, M_PI); this->emitter->setEmissionRate(300.0); this->emitter->setEmissionVelocity(50.0); } /** * standard deconstructor */ Laser::~Laser () { // delete this->emitter; /* this is normaly done by World.cc by deleting the ParticleEngine */ if (Laser::explosionParticles != NULL && ClassList::getList(CL_LASER)->size() <= 1) { //if (ClassList::exists(Laser::explosionParticles, CL_PARTICLE_SYSTEM)) // delete Laser::explosionParticles; PRINTF(1)("Deleting Laser Particles\n"); Laser::explosionParticles = NULL; } } ParticleSystem* Laser::explosionParticles = NULL; void Laser::activate() { if (unlikely(Laser::explosionParticles == NULL)) { Laser::explosionParticles = new ParticleSystem(1000, PARTICLE_SPRITE); Laser::explosionParticles->setName("LaserExplosionParticles"); Laser::explosionParticles->setLifeSpan(.5, .3); Laser::explosionParticles->setRadius(0.0, 10.0); Laser::explosionParticles->setRadius(.5, 6.0); Laser::explosionParticles->setRadius(1.0, 3.0); Laser::explosionParticles->setColor(0.0, 1,1,0,.9); Laser::explosionParticles->setColor(0.5, .8,.8,0,.5); Laser::explosionParticles->setColor(1.0, .8,.8,.7,.0); } } void Laser::deactivate() { ParticleEngine::getInstance()->breakConnections(this->emitter); this->lifeCycle = 0.0; this->toList(OM_NULL); this->removeNode(); Laser::fastFactory->kill(this); } void Laser::collidesWith(WorldEntity* entity, const Vector& location) { if (this->hitEntity != entity && entity->isA(CL_NPC)) this->destroy(); this->hitEntity = entity; } /** * signal tick, time dependent things will be handled here * @param dt time since last tick */ void Laser::tick (float dt) { //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1); Vector v = this->velocity * dt; this->shiftCoor(v); if (this->tickLifeCycle(dt)) this->deactivate(); } /** * the function gets called, when the projectile is destroyed */ void Laser::destroy () { PRINTF(5)("DESTROY Laser\n"); this->lifeCycle = .95; //!< @todo calculate this usefully. ParticleEngine::getInstance()->addConnection(this->emitter, Laser::explosionParticles); } void Laser::draw () const { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glPushAttrib(GL_ENABLE_BIT); glDisable(GL_LIGHTING); float matrix[4][4]; glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); this->getAbsDir().matrix (matrix); glMultMatrixf((float*)matrix); glScalef(2.0, 2.0, 2.0); this->getModel()->draw(); glPopAttrib(); glPopMatrix(); }