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: Patrick Boenzli |
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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 "aiming_system.h" |
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19 | |
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20 | #include "util/loading/load_param.h" |
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21 | |
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22 | #include "state.h" |
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23 | #include "debug.h" |
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24 | |
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25 | #include "aabb.h" |
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26 | #include "obb_tree.h" |
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27 | |
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28 | |
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29 | |
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30 | ObjectListDefinition(AimingSystem); |
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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 | AimingSystem::AimingSystem (WorldEntity* entity) |
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36 | : WorldEntity() |
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37 | { |
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38 | this->owner = entity; |
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39 | |
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40 | this->init(); |
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41 | } |
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42 | |
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43 | |
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44 | /** |
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45 | * destroys a AimingSystem |
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46 | */ |
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47 | AimingSystem::~AimingSystem () |
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48 | {} |
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49 | |
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50 | |
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51 | /** |
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52 | * initializes the AimingSystem |
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53 | */ |
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54 | void AimingSystem::init() |
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55 | { |
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56 | this->registerObject(this, AimingSystem::_objectList); |
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57 | this->setName("AimingSystem"); |
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58 | |
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59 | //this->loadModel("models/guns/targeting_system_body2.obj"); |
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60 | // this->loadModel("models/ships/fighter.obj"); |
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61 | |
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62 | // registering default reactions: |
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63 | this->unsubscribeReaction(CREngine::CR_OBJECT_DAMAGE); |
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64 | this->subscribeReaction(CREngine::CR_OBJECT_DAMAGE, WorldEntity::staticClassID()); |
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65 | |
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66 | this->range = 1000.0f; |
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67 | this->sideLength = 2.0f; |
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68 | |
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69 | // new obb tree |
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70 | this->obbTree = new OBBTree(); |
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71 | this->obbTree->createBox(Vector(0.0f, 0.0f, 0.0f), Vector(this->range, this->sideLength, this->sideLength)); |
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72 | this->setOBBTree(this->obbTree); |
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73 | } |
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74 | |
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75 | |
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76 | |
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77 | /** |
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78 | * get back the nearest target |
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79 | * @returns the nerest target |
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80 | */ |
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81 | WorldEntity* AimingSystem::getNearestTarget() |
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82 | { |
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83 | if( this->selectionList.size() == 0) |
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84 | return NULL; |
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85 | |
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86 | |
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87 | WorldEntity* nearestEntity = NULL; |
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88 | float distance = 0.0f; |
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89 | float smalestDistance = this->range * 5.0f; |
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90 | |
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91 | |
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92 | for(unsigned int i = 0; i < this->selectionList.size(); i++) |
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93 | { |
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94 | distance = fabs((this->getAbsCoor() - this->selectionList[i]->getAbsCoor()).len()); |
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95 | if( distance < smalestDistance) |
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96 | { |
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97 | nearestEntity = this->selectionList[i]; |
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98 | smalestDistance = distance; |
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99 | } |
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100 | } |
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101 | |
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102 | PRINTF(0)("entity: %s\n", nearestEntity->getClassCName()); |
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103 | return nearestEntity; |
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104 | } |
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105 | |
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106 | |
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107 | /** |
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108 | * called when an object is "selected" |
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109 | * @param damage damage to be dealt |
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110 | * @param killer the entity |
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111 | */ |
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112 | void AimingSystem::hit(float damage, WorldEntity* killer) |
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113 | { |
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114 | if( this->owner != killer) |
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115 | { |
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116 | //PRINTF(0)("real hit: %s\n", killer->getClassCName()); |
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117 | this->selectionList.push_back(killer); |
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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 | * ticks the AimingSystem |
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125 | * @param dt the time to ticks |
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126 | */ |
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127 | void AimingSystem::tick(float dt) |
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128 | { |
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129 | |
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130 | |
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131 | } |
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132 | |
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133 | |
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134 | /** |
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135 | * draws the crosshair |
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136 | */ |
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137 | void AimingSystem::draw() const |
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138 | { |
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139 | WorldEntity::draw(); |
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140 | |
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141 | // glMatrixMode(GL_MODELVIEW); |
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142 | // glPushMatrix(); |
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143 | // |
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144 | // /* translate */ |
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145 | // glTranslatef (this->getAbsCoor ().x, |
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146 | // this->getAbsCoor ().y, |
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147 | // this->getAbsCoor ().z); |
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148 | // Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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149 | // glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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150 | // |
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151 | // this->obbTree->drawBV(0, 1); |
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152 | // |
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153 | // glPopMatrix(); |
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154 | |
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155 | } |
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