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source: orxonox.OLD/branches/cleanup/src/world_entities/weapons/swarm_launcher.cc @ 10609

Last change on this file since 10609 was 10603, checked in by nicolasc, 18 years ago

minor improments

File size: 4.7 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 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: Marc Schaerrer
13   co-programmer:
14*/
15//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
16
17#include "swarm_launcher.h"
18
19#include "weapon_manager.h"
20#include "world_entities/projectiles/projectile.h"
21#include "world_entities/projectiles/swarm_projectile.h"
22
23#include "model.h"
24#include "world_entities/npcs/npc.h"
25
26#include "state.h"
27#include "animation3d.h"
28
29#include <list>
30#include <iterator>
31#include "util/state.h"
32
33#include "util/loading/factory.h"
34
35#include "elements/glgui_energywidgetvertical.h"
36
37
38
39using namespace std;
40
41ObjectListDefinition(SwarmLauncher);
42CREATE_FACTORY(SwarmLauncher);
43
44/**
45 *  standard constructor
46 *
47 * creates a new SwarmLauncher
48 */
49SwarmLauncher::SwarmLauncher()
50  : Weapon()
51{
52  this->init();
53}
54
55/**
56 * creates a new SwarmLauncher from a TiXmlElement
57 */
58SwarmLauncher::SwarmLauncher(const TiXmlElement* root)
59{
60  this->init();
61  if (root != NULL)
62    this->loadParams(root);
63}
64
65/**
66 *  standard deconstructor
67*/
68SwarmLauncher::~SwarmLauncher ()
69{
70  // model will be deleted from WorldEntity-destructor
71}
72
73void SwarmLauncher::init()
74{
75  this->registerObject(this, SwarmLauncher::_objectList);
76
77  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
78  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
79
80  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
81  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
82  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
83  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
84
85  animation1->setInfinity(ANIM_INF_CONSTANT);
86  animation2->setInfinity(ANIM_INF_CONSTANT);
87
88  this->setStateDuration(WS_SHOOTING, .6);
89  this->setStateDuration(WS_RELOADING, 1.0f);
90  this->setStateDuration(WS_ACTIVATING, .4);
91  this->setStateDuration(WS_DEACTIVATING, .4);
92
93  this->setEnergyMax(10);
94  this->increaseEnergy(10);
95  //this->minCharge = 2;
96
97  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
98  this->setProjectileTypeC("SwarmProjectile");
99
100//   this->loadModel("models/guns/turret1.obj", 1.0);
101
102  this->setEmissionPoint(1.684, 0.472, 0);
103  this->getProjectileFactory()->prepare(10);
104
105  this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_1.wav");
106//   this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav");
107//   this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");
108
109}
110
111void SwarmLauncher::loadParams(const TiXmlElement* root)
112{
113  Weapon::loadParams(root);
114}
115
116void SwarmLauncher::activate()
117{
118}
119
120void SwarmLauncher::deactivate()
121{
122}
123
124void SwarmLauncher::tick(float dt)
125{
126  if (!Weapon::tickW(dt))
127    return;
128
129  Quaternion quat;
130  Vector direction;
131  if (this->getDefaultTarget() == NULL)
132    direction = this->getAbsCoor();
133  else
134    direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor();
135
136  direction.normalize();
137
138  if (likely (this->getParent() != NULL))
139    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
140  else
141    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
142
143  this->setAbsDirSoft(quat, 5);
144
145  if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized)
146  {
147    this->energyWidget->setDisplayedImage("textures/gui/gui_swarm_missiles.png");
148    this->setEnergyWidgetInitialized(true);
149  }
150}
151
152void SwarmLauncher::fire()
153{
154  bool fired  = false;
155
156  Projectile* pj = NULL;
157  for( ObjectList<NPC>::const_iterator eIterator = NPC::objectList().begin(); eIterator !=NPC::objectList().end(); eIterator++)
158  {
159    if( ((*eIterator)->getOMListNumber() != (this->getOMListNumber())) && ((*eIterator)->getClassCName() != "Weapon") && ((*eIterator)->getClassCName() != "Projectile") && ((*eIterator)->getAbsCoor() - this->getAbsCoor()).len() <= 300)
160    {
161      pj  = this->getProjectile();
162      if (pj == NULL)
163        return;
164
165      fired = true;
166      pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10)));
167
168      pj->setParent(PNode::getNullParent());
169      pj->setAbsCoor(this->getEmissionPoint());
170      pj->setAbsDir(this->getAbsDir());
171      dynamic_cast<SwarmProjectile*>(pj)->setTarget( (PNode*)(*eIterator) );
172      pj->activate();
173    }
174  }
175  if( !fired)
176    this->increaseEnergy( this->getProjectile()->getMinEnergy());
177}
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