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source: orxonox.OLD/branches/guidedmissile/src/world_entities/weapons/turret.cc @ 5908

Last change on this file since 5908 was 5764, checked in by bensch, 19 years ago

orxonox/trunk: guided_missiles rock

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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 "turret.h"
18
19#include "weapon_manager.h"
20#include "projectile.h"
21
22#include "model.h"
23
24#include "null_parent.h"
25#include "state.h"
26#include "list.h"
27#include "animation3d.h"
28#include "sound_engine.h"
29
30#include "factory.h"
31
32CREATE_FACTORY(Turret, CL_TURRET);
33
34using namespace std;
35
36/**
37 *  standard constructor
38 *
39 * creates a new Turret
40 */
41Turret::Turret ()
42  : Weapon()
43{
44  this->init();
45
46  this->loadModel("models/guns/turret1.obj");
47
48
49  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
50  this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
51  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
52}
53
54/**
55 * creates a new Turret from a TiXmlElement
56 */
57Turret::Turret(const TiXmlElement* root)
58{
59  this->init();
60  this->loadParams(root);
61}
62
63/**
64 *  standard deconstructor
65*/
66Turret::~Turret ()
67{
68  // model will be deleted from WorldEntity-destructor
69}
70
71void Turret::init()
72{
73  this->setClassID(CL_TURRET, "Turret");
74
75  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
76  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
77
78  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
79  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
80  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
81  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
82
83  animation1->setInfinity(ANIM_INF_CONSTANT);
84  animation2->setInfinity(ANIM_INF_CONSTANT);
85
86  this->setStateDuration(WS_SHOOTING, .1);
87  this->setStateDuration(WS_RELOADING, .1);
88  this->setStateDuration(WS_ACTIVATING, .4);
89  this->setStateDuration(WS_DEACTIVATING, .4);
90
91  this->setMaximumEnergy(10000, 50);
92  this->increaseEnergy(100000);
93  //this->minCharge = 2;
94
95  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
96  this->setProjectileType(CL_ROCKET);
97
98
99  this->setEmissionPoint(1.684, 0.472, 0);
100  //this->getProjectileFactory()->prepare(100);
101}
102
103void Turret::loadParams(const TiXmlElement* root)
104{
105  static_cast<Weapon*>(this)->loadParams(root);
106
107}
108
109void Turret::activate()
110{
111}
112
113void Turret::deactivate()
114{
115}
116
117void Turret::tick(float dt)
118{
119  Quaternion quat;
120  Vector direction = this->getAbsCoor();/*this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();*/
121
122  direction.normalize();
123
124  if (likely (this->getParent() != NULL))
125    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
126  else
127    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
128
129  this->setAbsDirSoft(quat, 5);
130}
131
132void Turret::fire()
133{
134  Projectile* pj = this->getProjectile();
135  if (pj == NULL)
136    return;
137
138    pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 + VECTOR_RAND(13)
139            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
140 
141
142  pj->setParent(NullParent::getInstance());
143  pj->setAbsCoor(this->getEmissionPoint());
144  pj->setAbsDir(this->getAbsDir());
145  pj->activate();
146}
147
148void Turret::destroy ()
149{}
150
151/**
152 * draws the Turret
153*/
154void Turret::draw () const
155{
156  /* draw gun body */
157  glMatrixMode(GL_MODELVIEW);
158  glPushMatrix();
159  glTranslatef (this->getAbsCoor ().x,
160                this->getAbsCoor ().y,
161                this->getAbsCoor ().z);
162  Vector tmpRot = this->getAbsDir().getSpacialAxis();
163  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
164
165  this->model->draw();
166  glPopMatrix();
167}
168
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