/* 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: Benjamin Grauer co-programmer: */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "turret.h" #include "weapon_manager.h" #include "projectile.h" #include "model.h" #include "state.h" #include "animation3d.h" #include "factory.h" CREATE_FACTORY(Turret, CL_TURRET); using namespace std; /** * standard constructor * * creates a new Turret */ Turret::Turret () : Weapon() { this->init(); this->setActionSound(WA_SHOOT, "sound/shot1.wav"); this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); this->loadModel("models/guns/turret1.obj"); } /** * creates a new Turret from a TiXmlElement */ Turret::Turret(const TiXmlElement* root) { this->init(); this->loadParams(root); } /** * standard deconstructor */ Turret::~Turret () { // model will be deleted from WorldEntity-destructor } void Turret::init() { this->setClassID(CL_TURRET, "Turret"); Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation1->setInfinity(ANIM_INF_CONSTANT); animation2->setInfinity(ANIM_INF_CONSTANT); this->setStateDuration(WS_SHOOTING, .1); this->setStateDuration(WS_RELOADING, 1.0f); this->setStateDuration(WS_ACTIVATING, .4); this->setStateDuration(WS_DEACTIVATING, .4); this->setMaximumEnergy(100, 5); this->increaseEnergy(100); //this->minCharge = 2; this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET); this->setProjectileType(CL_ROCKET); this->setEmissionPoint(1.684, 0.472, 0); //this->getProjectileFactory()->prepare(100); this->bar = new GLGuiBar; this->bar->setSize2D( 20, 100); this->bar->setMaximum(this->getEnergyMax()); this->bar->setValue(this->getEnergy()); this->loadedBar = new GLGuiBar; this->loadedBar->setParent2D(this->bar); this->loadedBar->setRelCoor2D(20,0); this->loadedBar->setSize2D(10,50); this->loadedBar->setMaximum(this->getLoadedEnergyMax()); } void Turret::loadParams(const TiXmlElement* root) { static_cast(this)->loadParams(root); } void Turret::activate() { this->bar->show(); this->loadedBar->show(); } void Turret::deactivate() { this->bar->hide(); this->loadedBar->hide(); } void Turret::tick(float dt) { Quaternion quat; Vector direction = this->getAbsCoor();/*this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();*/ direction.normalize(); if (likely (this->getParent() != NULL)) quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; else quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; this->setAbsDirSoft(quat, 5); } void Turret::fire() { Projectile* pj = this->getProjectile(); if (pj == NULL) return; pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 /*+ VECTOR_RAND(13) */ /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); pj->setParent(PNode::getNullParent()); pj->setAbsCoor(this->getEmissionPoint()); pj->setAbsDir(this->getAbsDir()); pj->activate(); this->bar->setValue( this->getEnergy()); this->loadedBar->setValue(this->getLoadedEnergy()); } void Turret::destroy () {}