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: Patrick Boenzli |
---|
13 | co-programmer: ... |
---|
14 | */ |
---|
15 | |
---|
16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
---|
17 | |
---|
18 | #include "aiming_system.h" |
---|
19 | |
---|
20 | #include "util/loading/load_param.h" |
---|
21 | |
---|
22 | #include "state.h" |
---|
23 | #include "debug.h" |
---|
24 | |
---|
25 | #include "aabb.h" |
---|
26 | #include "obb_tree.h" |
---|
27 | |
---|
28 | |
---|
29 | |
---|
30 | ObjectListDefinition(AimingSystem); |
---|
31 | |
---|
32 | /** |
---|
33 | * standart constructor |
---|
34 | */ |
---|
35 | AimingSystem::AimingSystem (WorldEntity* entity) |
---|
36 | : WorldEntity() |
---|
37 | { |
---|
38 | this->owner = entity; |
---|
39 | |
---|
40 | this->init(); |
---|
41 | } |
---|
42 | |
---|
43 | |
---|
44 | /** |
---|
45 | * destroys a AimingSystem |
---|
46 | */ |
---|
47 | AimingSystem::~AimingSystem () |
---|
48 | {} |
---|
49 | |
---|
50 | |
---|
51 | /** |
---|
52 | * initializes the AimingSystem |
---|
53 | */ |
---|
54 | void AimingSystem::init() |
---|
55 | { |
---|
56 | this->registerObject(this, AimingSystem::_objectList); |
---|
57 | this->setName("AimingSystem"); |
---|
58 | |
---|
59 | //this->loadModel("models/guns/targeting_system_body2.obj"); |
---|
60 | // this->loadModel("models/ships/fighter.obj"); |
---|
61 | |
---|
62 | // registering default reactions: |
---|
63 | this->unsubscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE); |
---|
64 | this->subscribeReaction(CoRe::CREngine::CR_OBJECT_DAMAGE, WorldEntity::staticClassID()); |
---|
65 | |
---|
66 | this->range = 1000.0f; |
---|
67 | this->sideLength = 2.0f; |
---|
68 | |
---|
69 | // new obb tree |
---|
70 | this->obbTree = new OBBTree(); |
---|
71 | this->obbTree->createBox(Vector(0.0f, 0.0f, 0.0f), Vector(this->range, this->sideLength, this->sideLength)); |
---|
72 | this->setOBBTree(this->obbTree); |
---|
73 | } |
---|
74 | |
---|
75 | |
---|
76 | |
---|
77 | /** |
---|
78 | * get back the nearest target |
---|
79 | * @returns the nerest target |
---|
80 | */ |
---|
81 | WorldEntity* AimingSystem::getNearestTarget() |
---|
82 | { |
---|
83 | if( this->selectionList.size() == 0) |
---|
84 | return NULL; |
---|
85 | |
---|
86 | |
---|
87 | WorldEntity* nearestEntity = NULL; |
---|
88 | float distance = 0.0f; |
---|
89 | float smalestDistance = this->range * 5.0f; |
---|
90 | |
---|
91 | |
---|
92 | for(unsigned int i = 0; i < this->selectionList.size(); i++) |
---|
93 | { |
---|
94 | distance = fabs((this->getAbsCoor() - this->selectionList[i]->getAbsCoor()).len()); |
---|
95 | if( distance < smalestDistance) |
---|
96 | { |
---|
97 | nearestEntity = this->selectionList[i]; |
---|
98 | smalestDistance = distance; |
---|
99 | } |
---|
100 | } |
---|
101 | |
---|
102 | return nearestEntity; |
---|
103 | } |
---|
104 | |
---|
105 | |
---|
106 | /** |
---|
107 | * called when an object is "selected" |
---|
108 | * @param damage damage to be dealt |
---|
109 | * @param killer the entity |
---|
110 | */ |
---|
111 | void AimingSystem::hit(float damage, WorldEntity* killer) |
---|
112 | { |
---|
113 | if( this->owner != killer && killer != this && !killer->isA( AimingSystem::staticClassID() ) ) |
---|
114 | { |
---|
115 | //PRINTF(0)("real hit: %s\n", killer->getClassCName()); |
---|
116 | this->selectionList.push_back(killer); |
---|
117 | } |
---|
118 | } |
---|
119 | |
---|
120 | |
---|
121 | |
---|
122 | /** |
---|
123 | * ticks the AimingSystem |
---|
124 | * @param dt the time to ticks |
---|
125 | */ |
---|
126 | void AimingSystem::tick(float dt) |
---|
127 | { |
---|
128 | } |
---|
129 | |
---|
130 | |
---|
131 | /** |
---|
132 | * draws the crosshair |
---|
133 | */ |
---|
134 | void AimingSystem::draw() const |
---|
135 | { |
---|
136 | WorldEntity::draw(); |
---|
137 | |
---|
138 | // glMatrixMode(GL_MODELVIEW); |
---|
139 | // glPushMatrix(); |
---|
140 | // |
---|
141 | // /* translate */ |
---|
142 | // glTranslatef (this->getAbsCoor ().x, |
---|
143 | // this->getAbsCoor ().y, |
---|
144 | // this->getAbsCoor ().z); |
---|
145 | // Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
---|
146 | // glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
---|
147 | // |
---|
148 | // this->obbTree->drawBV(0, 1); |
---|
149 | // |
---|
150 | // glPopMatrix(); |
---|
151 | |
---|
152 | } |
---|