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source: orxonox.OLD/branches/resources/src/world_entities/weapons/aiming_turret.cc @ 8489

Last change on this file since 8489 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 4.2 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 "world_entities/projectiles/projectile.h"
22
23#include "model.h"
24
25#include "animation3d.h"
26
27#include "util/loading/factory.h"
28
29CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET);
30
31using namespace std;
32
33
34/**
35 *  standard constructor
36
37   creates a new weapon
38*/
39AimingTurret::AimingTurret ()
40  : Weapon()
41{
42  this->init();
43  this->loadModel("models/guns/turret2.obj");
44}
45
46
47AimingTurret::AimingTurret(const TiXmlElement* root)
48{
49  this->init();
50  this->loadParams(root);
51}
52
53/**
54 *  standard deconstructor
55*/
56AimingTurret::~AimingTurret ()
57{
58  // model will be deleted from WorldEntity-destructor
59//  delete this->target;
60}
61
62void AimingTurret::init()
63{
64  this->setClassID(CL_AIMING_TURRET, "AimingTurret");
65
66  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
67  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
68
69  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
70  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
71  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
72  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
73
74  animation1->setInfinity(ANIM_INF_CONSTANT);
75  animation2->setInfinity(ANIM_INF_CONSTANT);
76
77  this->setStateDuration(WS_SHOOTING, .9);
78  this->setStateDuration(WS_RELOADING, .1);
79  this->setStateDuration(WS_ACTIVATING, .4);
80  this->setStateDuration(WS_DEACTIVATING, .4);
81
82  this->setEnergyMax(10000);
83  this->increaseEnergy(100000);
84
85  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
86  this->setProjectileType(CL_GUIDED_MISSILE);
87
88
89  this->setEmissionPoint(1.684, 0.472, 0);
90  //this->getProjectileFactory()->prepare(100);
91
92  this->target = new Aim(this);
93  this->target->setVisibility(false);
94  this->target->setRange(400);
95  this->target->setAngle(M_PI_2);
96
97  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_3.wav");
98  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
99  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
100
101}
102
103void AimingTurret::loadParams(const TiXmlElement* root)
104{
105  Weapon::loadParams(root);
106
107}
108
109void AimingTurret::activate()
110{
111  this->target->setVisibility(true);
112}
113
114void AimingTurret::deactivate()
115{
116  this->target->setVisibility(false);
117}
118
119void AimingTurret::tick(float dt)
120{
121  if (!Weapon::tickW(dt))
122    return;
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(PNode::getNullParent());
148  pj->setAbsCoor(this->getEmissionPoint());
149  pj->setAbsDir(this->getAbsDir());
150  pj->activate();
151}
152
153void AimingTurret::destroy ()
154{}
155
156/**
157 * draws the AimingTurret
158*/
159void AimingTurret::draw () const
160{
161  /* draw gun body */
162  glMatrixMode(GL_MODELVIEW);
163  glPushMatrix();
164  glTranslatef (this->getAbsCoor ().x,
165                this->getAbsCoor ().y,
166                this->getAbsCoor ().z);
167  Vector tmpRot = this->getAbsDir().getSpacialAxis();
168  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
169
170  if (this->getModel())
171    this->getModel()->draw();
172  glPopMatrix();
173}
174
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