[9172] | 1 | /* |
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[9156] | 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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[9168] | 12 | main-programmer: Patrick Boenzli |
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[9156] | 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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[9160] | 21 | |
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[9156] | 22 | #include "state.h" |
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[9869] | 23 | #include "debug.h" |
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[9156] | 24 | |
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[9166] | 25 | #include "aabb.h" |
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[9168] | 26 | #include "obb_tree.h" |
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[9166] | 27 | |
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[9156] | 28 | |
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[9160] | 29 | |
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[9869] | 30 | ObjectListDefinition(AimingSystem); |
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[9156] | 31 | |
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| 32 | /** |
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| 33 | * standart constructor |
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| 34 | */ |
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[9168] | 35 | AimingSystem::AimingSystem (WorldEntity* entity) |
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[9186] | 36 | : WorldEntity() |
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[9156] | 37 | { |
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[9172] | 38 | this->owner = entity; |
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| 39 | |
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[9156] | 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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[9869] | 56 | this->registerObject(this, AimingSystem::_objectList); |
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[9156] | 57 | this->setName("AimingSystem"); |
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[9166] | 58 | |
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[9172] | 59 | //this->loadModel("models/guns/targeting_system_body2.obj"); |
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| 60 | // this->loadModel("models/ships/fighter.obj"); |
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[9156] | 61 | |
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[9168] | 62 | // registering default reactions: |
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[10013] | 63 | this->unsubscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE); |
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| 64 | this->subscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE, WorldEntity::staticClassID()); |
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[9172] | 65 | |
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[9189] | 66 | this->range = 1000.0f; |
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[9174] | 67 | this->sideLength = 2.0f; |
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[9172] | 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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[9174] | 72 | this->setOBBTree(this->obbTree); |
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[9156] | 73 | } |
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| 74 | |
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| 75 | |
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| 76 | |
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[9160] | 77 | /** |
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| 78 | * get back the nearest target |
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[9163] | 79 | * @returns the nerest target |
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[9160] | 80 | */ |
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[9166] | 81 | WorldEntity* AimingSystem::getNearestTarget() |
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[9160] | 82 | { |
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| 83 | if( this->selectionList.size() == 0) |
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| 84 | return NULL; |
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[9156] | 85 | |
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[9172] | 86 | |
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[9168] | 87 | WorldEntity* nearestEntity = NULL; |
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[9163] | 88 | float distance = 0.0f; |
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| 89 | float smalestDistance = this->range * 5.0f; |
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[9160] | 90 | |
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[9163] | 91 | |
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[9406] | 92 | for(unsigned int i = 0; i < this->selectionList.size(); i++) |
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[9160] | 93 | { |
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[9163] | 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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[9160] | 101 | |
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[10718] | 102 | return nearestEntity; |
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[9160] | 103 | } |
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| 104 | |
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| 105 | |
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[9156] | 106 | /** |
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[9160] | 107 | * called when an object is "selected" |
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| 108 | * @param damage damage to be dealt |
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| 109 | * @param killer the entity |
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| 110 | */ |
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| 111 | void AimingSystem::hit(float damage, WorldEntity* killer) |
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| 112 | { |
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[10698] | 113 | if( this->owner != killer && killer != this && !killer->isA( AimingSystem::staticClassID() ) ) |
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[9192] | 114 | { |
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[9406] | 115 | //PRINTF(0)("real hit: %s\n", killer->getClassCName()); |
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[9191] | 116 | this->selectionList.push_back(killer); |
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[9192] | 117 | } |
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[9160] | 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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[9156] | 123 | * ticks the AimingSystem |
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| 124 | * @param dt the time to ticks |
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| 125 | */ |
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| 126 | void AimingSystem::tick(float dt) |
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| 127 | { |
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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 | * draws the crosshair |
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| 133 | */ |
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| 134 | void AimingSystem::draw() const |
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| 135 | { |
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[9174] | 136 | WorldEntity::draw(); |
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[9168] | 137 | |
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[9174] | 138 | // glMatrixMode(GL_MODELVIEW); |
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| 139 | // glPushMatrix(); |
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| 140 | // |
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| 141 | // /* translate */ |
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| 142 | // glTranslatef (this->getAbsCoor ().x, |
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| 143 | // this->getAbsCoor ().y, |
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| 144 | // this->getAbsCoor ().z); |
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| 145 | // Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 146 | // glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 147 | // |
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| 148 | // this->obbTree->drawBV(0, 1); |
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| 149 | // |
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| 150 | // glPopMatrix(); |
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[9172] | 151 | |
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[9156] | 152 | } |
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