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source: orxonox.OLD/branches/playability/src/world_entities/weapons/swarm_launcher.cc @ 10262

Last change on this file since 10262 was 10179, checked in by marcscha, 18 years ago

Acid Launcher and Acid Splash (projectile) finished.
This time including the missing source file

File size: 4.5 KB
Line 
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
25#include "state.h"
26#include "animation3d.h"
27
28#include <list>
29#include <iterator>
30#include "util/state.h"
31
32#include "math/quaternion.h"
33
34#include "util/loading/factory.h"
35
36#include "class_id_DEPRECATED.h"
37
38using namespace std;
39
40ObjectListDefinitionID(SwarmLauncher, CL_SWARM_LAUNCHER);
41CREATE_FACTORY(SwarmLauncher);
42
43/**
44 *  standard constructor
45 *
46 * creates a new SwarmLauncher
47 */
48SwarmLauncher::SwarmLauncher()
49  : Weapon()
50{
51  this->init();
52}
53
54/**
55 * creates a new SwarmLauncher from a TiXmlElement
56 */
57SwarmLauncher::SwarmLauncher(const TiXmlElement* root)
58{
59  this->init();
60  if (root != NULL)
61    this->loadParams(root);
62}
63
64/**
65 *  standard deconstructor
66*/
67SwarmLauncher::~SwarmLauncher ()
68{
69  // model will be deleted from WorldEntity-destructor
70}
71
72void SwarmLauncher::init()
73{
74  this->registerObject(this, SwarmLauncher::_objectList);
75
76  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
77  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
78
79  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
80  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
81  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
82  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
83
84  animation1->setInfinity(ANIM_INF_CONSTANT);
85  animation2->setInfinity(ANIM_INF_CONSTANT);
86
87  this->setStateDuration(WS_SHOOTING, .6);
88  this->setStateDuration(WS_RELOADING, 1.0f);
89  this->setStateDuration(WS_ACTIVATING, .4);
90  this->setStateDuration(WS_DEACTIVATING, .4);
91
92  this->setEnergyMax(10);
93  this->increaseEnergy(10);
94  //this->minCharge = 2;
95
96  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
97  this->setProjectileTypeC("SwarmProjectile");
98
99  this->loadModel("models/guns/turret1.obj", 1.0);
100
101  this->setEmissionPoint(1.684, 0.472, 0);
102  this->getProjectileFactory()->prepare(50);
103
104  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav");
105  this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
106  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
107
108}
109
110void SwarmLauncher::loadParams(const TiXmlElement* root)
111{
112  Weapon::loadParams(root);
113}
114
115void SwarmLauncher::activate()
116{
117}
118
119void SwarmLauncher::deactivate()
120{
121}
122
123void SwarmLauncher::tick(float dt)
124{
125  if (!Weapon::tickW(dt))
126    return;
127
128  Quaternion quat;
129  Vector direction;
130  if (this->getDefaultTarget() == NULL)
131    direction = this->getAbsCoor();
132  else
133    direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor();
134
135  direction.normalize();
136
137  if (likely (this->getParent() != NULL))
138    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
139  else
140    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
141
142  this->setAbsDirSoft(quat, 5);
143}
144
145void SwarmLauncher::fire()
146{
147  bool fired  = false;
148
149  Projectile* pj = NULL;
150  for( ObjectList<Playable>::const_iterator eIterator = Playable::objectList().begin(); eIterator !=Playable::objectList().end(); eIterator++)
151  {
152    if( ((*eIterator)->getOMListNumber() == OM_GROUP_00) && ((*eIterator)->getClassCName() != "Weapon") && ((*eIterator)->getClassCName() != "Projectile") && ((*eIterator)->getAbsCoor() - this->getAbsCoor()).len() <= 300)
153    {
154      pj  = this->getProjectile();
155      if (pj == NULL)
156        return;
157     
158      fired = true;
159      pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10)));
160
161      pj->setParent(PNode::getNullParent());
162      pj->setAbsCoor(this->getEmissionPoint());
163      pj->setAbsDir(this->getAbsDir());
164      dynamic_cast<SwarmProjectile*>(pj)->setTarget( (PNode*)(*eIterator) );
165      //pj->toList(OM_GROUP_01_PROJ);
166      pj->activate();
167    }
168  }
169  if( !fired)
170    this->increaseEnergy( this->getProjectile()->getMinEnergy());
171}
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