Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/spaceshipcontrol/src/world_entities/weapons/aiming_turret.cc @ 6639

Last change on this file since 6639 was 6637, checked in by bensch, 19 years ago

orxonox/trunk: merged the SpaceShipControl branche back to the trunk

merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/spaceshipcontrol . -r6482:HEAD

minor conflicts, and added file hover.cc/h to the Makefile.

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 "world_entities/projectiles/projectile.h"
22
23#include "model.h"
24
25#include "animation3d.h"
26
27#include "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
44  this->loadModel("models/guns/turret2.obj");
45
46
47  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
48  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
49  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
50}
51
52
53AimingTurret::AimingTurret(const TiXmlElement* root)
54{
55  this->init();
56  this->loadParams(root);
57}
58
59/**
60 *  standard deconstructor
61*/
62AimingTurret::~AimingTurret ()
63{
64  // model will be deleted from WorldEntity-destructor
65//  delete this->target;
66}
67
68void AimingTurret::init()
69{
70  this->setClassID(CL_AIMING_TURRET, "AimingTurret");
71
72  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
73  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
74
75  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
76  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
77  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
78  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
79
80  animation1->setInfinity(ANIM_INF_CONSTANT);
81  animation2->setInfinity(ANIM_INF_CONSTANT);
82
83  this->setStateDuration(WS_SHOOTING, .1);
84  this->setStateDuration(WS_RELOADING, .1);
85  this->setStateDuration(WS_ACTIVATING, .4);
86  this->setStateDuration(WS_DEACTIVATING, .4);
87
88  this->setMaximumEnergy(10000, 50);
89  this->increaseEnergy(100000);
90
91  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
92  this->setProjectileType(CL_ROCKET);
93
94
95  this->setEmissionPoint(1.684, 0.472, 0);
96  //this->getProjectileFactory()->prepare(100);
97
98  this->target = new Aim(this);
99  this->target->setVisibility(false);
100  this->target->setRange(100);
101  this->target->setAngle(M_PI);
102}
103
104void AimingTurret::loadParams(const TiXmlElement* root)
105{
106  Weapon::loadParams(root);
107
108}
109
110void AimingTurret::activate()
111{
112  this->target->setVisibility(true);
113}
114
115void AimingTurret::deactivate()
116{
117  this->target->setVisibility(false);
118}
119
120void AimingTurret::tick(float dt)
121{
122  Quaternion quat;
123  Vector direction = this->target->getAbsCoor() - this->getAbsCoor();
124
125  direction.normalize();
126
127  if (likely (this->getParent() != NULL))
128    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
129  else
130    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
131
132  this->setAbsDirSoft(quat, 5);
133
134  this->target->tick(dt);
135}
136
137void AimingTurret::fire()
138{
139  Projectile* pj = this->getProjectile();
140  if (pj == NULL)
141    return;
142
143  pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
144            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
145
146  pj->setParent(PNode::getNullParent());
147  pj->setAbsCoor(this->getEmissionPoint());
148  pj->setAbsDir(this->getAbsDir());
149  pj->activate();
150  this->target->searchTarget();
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  this->getModel()->draw();
171  glPopMatrix();
172}
173
Note: See TracBrowser for help on using the repository browser.