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source: orxonox.OLD/branches/powerups/src/world_entities/weapons/aiming_turret.cc @ 5921

Last change on this file since 5921 was 5819, checked in by bensch, 19 years ago

orxonox/trunk: merged branches world_entities to trunk again
merged with command
svn merge -r5795:HEAD branches/world_entities/ trunk/
no conflicts (what a wonder)

File size: 4.1 KB
Line 
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 "aiming_turret.h"
18
19#include "weapon_manager.h"
20#include "aim.h"
21#include "projectile.h"
22
23#include "model.h"
24
25#include "null_parent.h"
26
27#include "animation3d.h"
28#include "sound_engine.h"
29
30#include "factory.h"
31
32CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET);
33
34using namespace std;
35
36
37/**
38 *  standard constructor
39
40   creates a new weapon
41*/
42AimingTurret::AimingTurret ()
43  : Weapon()
44{
45  this->init();
46
47  this->loadModel("models/guns/turret2.obj");
48
49
50  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
51  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
52  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
53}
54
55
56AimingTurret::AimingTurret(const TiXmlElement* root)
57{
58  this->init();
59  this->loadParams(root);
60}
61
62/**
63 *  standard deconstructor
64*/
65AimingTurret::~AimingTurret ()
66{
67  // model will be deleted from WorldEntity-destructor
68//  delete this->target;
69}
70
71void AimingTurret::init()
72{
73  this->setClassID(CL_AIMING_TURRET, "AimingTurret");
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
94  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
95  this->setProjectileType(CL_ROCKET);
96
97
98  this->setEmissionPoint(1.684, 0.472, 0);
99  //this->getProjectileFactory()->prepare(100);
100
101  this->target = new Aim(this);
102  this->target->setVisibility(false);
103}
104
105void AimingTurret::loadParams(const TiXmlElement* root)
106{
107  static_cast<Weapon*>(this)->loadParams(root);
108
109}
110
111void AimingTurret::activate()
112{
113  this->target->setVisibility(true);
114}
115
116void AimingTurret::deactivate()
117{
118  this->target->setVisibility(false);
119}
120
121void AimingTurret::tick(float dt)
122{
123  Quaternion quat;
124  Vector direction = this->target->getAbsCoor() - this->getAbsCoor();
125
126  direction.normalize();
127
128  if (likely (this->getParent() != NULL))
129    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
130  else
131    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
132
133  this->setAbsDirSoft(quat, 5);
134
135  this->target->tick(dt);
136}
137
138void AimingTurret::fire()
139{
140  Projectile* pj = this->getProjectile();
141  if (pj == NULL)
142    return;
143
144    pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
145            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
146
147  pj->setParent(NullParent::getInstance());
148  pj->setAbsCoor(this->getEmissionPoint());
149  pj->setAbsDir(this->getAbsDir());
150  pj->activate();
151  this->target->searchTarget(100);
152}
153
154void AimingTurret::destroy ()
155{}
156
157/**
158 * draws the AimingTurret
159*/
160void AimingTurret::draw () const
161{
162  /* draw gun body */
163  glMatrixMode(GL_MODELVIEW);
164  glPushMatrix();
165  glTranslatef (this->getAbsCoor ().x,
166                this->getAbsCoor ().y,
167                this->getAbsCoor ().z);
168  Vector tmpRot = this->getAbsDir().getSpacialAxis();
169  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
170
171  this->model->draw();
172  glPopMatrix();
173}
174
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