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source: orxonox.OLD/branches/gui/src/world_entities/weapons/targeting_turret.cc @ 7914

Last change on this file since 7914 was 7193, checked in by bensch, 19 years ago

orxonox/trunk: new style for resources (prework/movement)

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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: Benjamin Grauer
13   co-programmer:
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
16
17#include "targeting_turret.h"
18
19#include "weapon_manager.h"
20#include "aim.h"
21#include "world_entities/projectiles/projectile.h"
22
23#include "model.h"
24
25#include "animation3d.h"
26
27#include "util/loading/factory.h"
28
29CREATE_FACTORY(TargetingTurret, CL_TARGETING_TURRET);
30
31using namespace std;
32
33
34/**
35 *  standard constructor
36
37   creates a new weapon
38*/
39TargetingTurret::TargetingTurret ()
40  : Weapon()
41{
42  this->init();
43
44}
45
46
47TargetingTurret::TargetingTurret(const TiXmlElement* root)
48{
49  this->init();
50  if( root != NULL)
51    this->loadParams(root);
52}
53
54/**
55 *  standard deconstructor
56*/
57TargetingTurret::~TargetingTurret ()
58{
59  // model will be deleted from WorldEntity-destructor
60//  delete this->target;
61}
62
63void TargetingTurret::init()
64{
65  this->setClassID(CL_TARGETING_TURRET, "TargetingTurret");
66
67  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
68  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
69
70  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
71  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
72  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
73  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
74
75  animation1->setInfinity(ANIM_INF_CONSTANT);
76  animation2->setInfinity(ANIM_INF_CONSTANT);
77
78  this->setStateDuration(WS_SHOOTING, .5);
79  this->setStateDuration(WS_RELOADING, 1.0);
80  this->setStateDuration(WS_ACTIVATING, .4);
81  this->setStateDuration(WS_DEACTIVATING, .4);
82
83  this->setEnergyMax(100);
84  this->increaseEnergy(100);
85
86  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
87  this->setProjectileType(CL_GUIDED_MISSILE);
88
89
90  this->setEmissionPoint(1.684, 0.472, 0);
91  //this->getProjectileFactory()->prepare(100);
92
93  this->target = new Aim(this);
94  this->target->setVisibility(false);
95  this->target->setRange(1000);
96  this->target->setAngle(M_PI_4);
97  this->lockedTarget = this->target;
98
99  this->lockedTime = 0;
100  this->neededLockTime = 2;
101  this->lockedTarget->setParent(PNode::getNullParent());
102  this->loadModel("models/guns/turret2.obj");
103
104
105  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_3.wav");
106  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
107  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
108}
109
110void TargetingTurret::loadParams(const TiXmlElement* root)
111{
112  Weapon::loadParams(root);
113
114}
115
116void TargetingTurret::activate()
117{
118  // TODO move this back in
119  //this->target->setVisibility(true);
120}
121
122void TargetingTurret::deactivate()
123{
124  this->target->setVisibility(false);
125}
126
127void TargetingTurret::tick(float dt)
128{
129  if (!Weapon::tickW(dt))
130    return;
131
132  if( lockedTime >= neededLockTime )
133   {
134    lockedTarget = this->target->getParent();
135    lockedTime = 0;
136   }
137
138  this->target->tick(dt);
139
140  if(this->target->getParent() == PNode::getNullParent())
141   lockedTime = 0;
142  else
143   lockedTime += dt;
144
145}
146
147void TargetingTurret::fire()
148{
149  Projectile* pj = this->getProjectile();
150  if (pj == NULL)
151    return;
152
153  pj->setVelocity(this->getVelocity() + /*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
154            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
155
156  pj->setTarget(lockedTarget);
157  pj->setParent(PNode::getNullParent());
158  pj->setAbsCoor(this->getEmissionPoint());
159  pj->setAbsDir(this->getAbsDir());
160  pj->activate();
161
162}
163
164void TargetingTurret::destroy ()
165{}
166
167/**
168 * draws the TargetingTurret
169*/
170void TargetingTurret::draw () const
171{
172  /* draw gun body */
173  glMatrixMode(GL_MODELVIEW);
174  glPushMatrix();
175  glTranslatef (this->getAbsCoor ().x,
176                this->getAbsCoor ().y,
177                this->getAbsCoor ().z);
178  Vector tmpRot = this->getAbsDir().getSpacialAxis();
179  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
180  if (this->getModel() != NULL)
181    this->getModel()->draw();
182  glPopMatrix();
183}
184
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