1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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17 | |
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18 | #include "aim.h" |
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19 | |
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20 | #include "load_param.h" |
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21 | #include "graphics_engine.h" |
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22 | #include "state.h" |
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23 | #include "material.h" |
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24 | #include "t_animation.h" |
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25 | #include "text.h" |
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26 | |
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27 | #include "world_entity.h" |
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28 | |
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29 | using namespace std; |
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30 | |
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31 | |
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32 | /** |
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33 | * standart constructor |
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34 | */ |
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35 | Aim::Aim (PNode* source, const TiXmlElement* root) |
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36 | { |
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37 | this->init(); |
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38 | |
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39 | this->source = source; |
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40 | |
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41 | if (root) |
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42 | this->loadParams(root); |
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43 | else |
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44 | this->setTexture("maps/aim.png"); |
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45 | } |
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46 | |
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47 | /** |
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48 | * destroys a Aim |
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49 | */ |
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50 | Aim::~Aim () |
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51 | { |
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52 | if (this->material) |
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53 | delete this->material; |
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54 | |
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55 | /* if (this->text != NULL) |
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56 | delete this->text;*/ |
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57 | } |
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58 | |
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59 | /** |
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60 | * initializes the Aim |
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61 | */ |
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62 | void Aim::init() |
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63 | { |
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64 | this->setClassID(CL_CROSSHAIR, "Aim"); |
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65 | this->setName("Aim"); |
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66 | |
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67 | this->setLayer(E2D_LAYER_TOP); |
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68 | this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0); |
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69 | this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); |
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70 | |
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71 | this->setBindNode(this); |
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72 | this->material = new Material; |
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73 | this->source = NULL; |
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74 | |
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75 | this->anim = new tAnimation<Aim>(this, &Aim::setSize); |
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76 | this->anim->setInfinity(ANIM_INF_CONSTANT); |
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77 | this->anim->addKeyFrame(500, .3, ANIM_LINEAR); |
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78 | this->anim->addKeyFrame(100, .2, ANIM_LINEAR); |
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79 | this->anim->addKeyFrame(50, .01, ANIM_LINEAR); |
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80 | |
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81 | /* this->text = new Text(); |
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82 | this->text->setLayer(this->getLayer()); |
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83 | this->text->setParent2D(this); |
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84 | this->text->setRelCoor2D(10, -50); |
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85 | this->text->setParentMode2D(E2D_PARENT_MOVEMENT); |
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86 | this->text->setText("Testing");*/ |
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87 | } |
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88 | |
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89 | void Aim::loadParams(const TiXmlElement* root) |
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90 | { |
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91 | static_cast<PNode*>(this)->loadParams(root); |
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92 | |
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93 | LoadParam(root, "texture", this, Aim, setTexture) |
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94 | .describe("the texture-file to load onto the Aim"); |
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95 | |
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96 | LoadParam(root, "size", this, Aim, setSize) |
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97 | .describe("the size of the Aim in Pixels"); |
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98 | |
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99 | LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed) |
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100 | .describe("the Speed with which the Aim should rotate"); |
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101 | } |
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102 | |
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103 | void Aim::searchTarget(float range) |
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104 | { |
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105 | std::list<WorldEntity*>::iterator entity; |
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106 | |
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107 | for (entity = State::getObjectManager()->getObjectList(OM_GROUP_00).begin(); |
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108 | entity != State::getObjectManager()->getObjectList(OM_GROUP_00).end(); |
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109 | entity ++) |
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110 | { |
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111 | if (this->source->getAbsCoor().x < (*entity)->getAbsCoor().x && (this->source->getAbsCoor() - (*entity)->getAbsCoor()).len() < range) |
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112 | { |
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113 | if (this->getParent() != (*entity)) |
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114 | { |
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115 | this->anim->replay(); |
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116 | this->setParentSoft(*entity, 5); |
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117 | return; |
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118 | } |
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119 | } |
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120 | } |
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121 | } |
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122 | |
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123 | |
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124 | |
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125 | /** |
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126 | * @brief sets the size of the Aim. |
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127 | * @param size the size in pixels |
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128 | */ |
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129 | void Aim::setSize(float size) |
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130 | { |
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131 | this->setSize2D(size/2, size/2); |
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132 | } |
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133 | |
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134 | /** |
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135 | * sets the material to load |
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136 | * @param textureFile The texture-file to load onto the crosshair |
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137 | */ |
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138 | void Aim::setTexture(const char* textureFile) |
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139 | { |
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140 | this->material->setDiffuseMap(textureFile); |
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141 | } |
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142 | |
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143 | /** |
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144 | * ticks the Aim |
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145 | * @param dt the time to ticks |
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146 | */ |
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147 | void Aim::tick(float dt) |
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148 | { |
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149 | // let the crosshair rotate |
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150 | this->shiftDir2D(dt * rotationSpeed); |
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151 | |
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152 | // char outputText[100]; |
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153 | // sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len()); |
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154 | // this->text->setText(outputText); |
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155 | |
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156 | |
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157 | if (this->source->getAbsCoor().x > this->getAbsCoor().x ) |
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158 | this->searchTarget(1000); |
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159 | // float z = 0.0f; |
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160 | // glReadPixels ((int)this->getAbsCoor2D().x, |
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161 | // GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1, |
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162 | // 1, |
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163 | // 1, |
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164 | // GL_DEPTH_COMPONENT, |
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165 | // GL_FLOAT, |
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166 | // &z); |
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167 | // |
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168 | // |
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169 | // GLdouble objX=.0, objY=.0, objZ=.0; |
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170 | // gluUnProject(this->getAbsCoor2D().x, |
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171 | // GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1, |
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172 | // .99, // z |
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173 | // GraphicsEngine::modMat, |
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174 | // GraphicsEngine::projMat, |
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175 | // GraphicsEngine::viewPort, |
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176 | // &objX, |
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177 | // &objY, |
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178 | // &objZ ); |
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179 | // |
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180 | // this->setAbsCoor(objX, objY, objZ); |
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181 | } |
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182 | |
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183 | /** |
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184 | * draws the crosshair |
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185 | */ |
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186 | void Aim::draw() const |
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187 | { |
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188 | |
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189 | glPushMatrix(); |
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190 | glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); |
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191 | |
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192 | glRotatef(this->getAbsDir2D(), 0,0,1); |
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193 | this->material->select(); |
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194 | glBegin(GL_TRIANGLE_STRIP); |
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195 | glTexCoord2f(0, 0); |
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196 | glVertex2f(-this->getSizeX2D(), -this->getSizeY2D()); |
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197 | glTexCoord2f(1, 0); |
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198 | glVertex2f(this->getSizeX2D(), -this->getSizeY2D()); |
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199 | glTexCoord2f(0, 1); |
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200 | glVertex2f(-this->getSizeX2D(), this->getSizeY2D()); |
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201 | glTexCoord2f(1, 1); |
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202 | glVertex2f(this->getSizeX2D(), this->getSizeY2D()); |
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203 | glEnd(); |
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204 | glPopMatrix(); |
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205 | |
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206 | } |
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