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source: orxonox.OLD/tags/0.3.2_alpha/src/world_entities/weapons/turret.cc @ 9838

Last change on this file since 9838 was 5503, checked in by bensch, 19 years ago

oronox/tags: new Release of orxonox 0.3.2_alpha.

File size: 4.1 KB
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[4592]1/*
[3618]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
[4963]12   main-programmer: Benjamin Grauer
[4592]13   co-programmer:
[3618]14*/
[5357]15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[3618]16
[4963]17#include "turret.h"
[3618]18
[4963]19#include "weapon_manager.h"
[3710]20#include "test_bullet.h"
[3618]21
[5002]22#include "null_parent.h"
[4829]23#include "state.h"
[3618]24#include "vector.h"
[3629]25#include "list.h"
[3851]26#include "animation3d.h"
[4504]27#include "sound_engine.h"
[3618]28
[5355]29#include "factory.h"
[4287]30
[4973]31CREATE_FACTORY(Turret);
[4931]32
[3618]33using namespace std;
34
35
36/**
[4836]37 *  standard constructor
[3618]38
39   creates a new weapon
40*/
[4963]41Turret::Turret (WeaponManager* weaponManager)
[4955]42  : Weapon(weaponManager)
[3683]43{
[4973]44  this->init();
[4597]45
[4982]46  this->loadModel("models/guns/turret1.obj");
[3752]47
[4973]48
49  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
50  this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
51  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
52}
53
54
55Turret::Turret(const TiXmlElement* root)
56{
57  this->init();
58  this->loadParams(root);
59}
60
61/**
62 *  standard deconstructor
63*/
64Turret::~Turret ()
65{
66  // model will be deleted from WorldEntity-destructor
67}
68
69void Turret::init()
70{
71  this->setClassID(CL_TURRET, "Turret");
72
[4964]73  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
74  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
[3755]75
[4964]76  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
77  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
78  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
79  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
80
[4893]81  animation1->setInfinity(ANIM_INF_CONSTANT);
82  animation2->setInfinity(ANIM_INF_CONSTANT);
[3888]83
[5064]84  this->setStateDuration(WS_SHOOTING, .1);
85  this->setStateDuration(WS_RELOADING, .1);
[4910]86  this->setStateDuration(WS_ACTIVATING, .4);
87  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]88
[5064]89  this->setMaximumEnergy(10000, 50);
90  this->increaseEnergy(100000);
[4927]91  //this->minCharge = 2;
[4885]92
[5441]93  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
[5456]94  this->setProjectileType(CL_ROCKET);
[4964]95
[4973]96
[4964]97  this->setEmissionPoint(1.684, 0.472, 0);
[4948]98  //this->getProjectileFactory()->prepare(100);
[3683]99}
[3618]100
[4973]101void Turret::loadParams(const TiXmlElement* root)
102{
103  static_cast<Weapon*>(this)->loadParams(root);
[3618]104
105}
106
[4963]107void Turret::activate()
[3980]108{
109}
[3618]110
[4963]111void Turret::deactivate()
[3980]112{
113}
[3618]114
[4964]115void Turret::tick(float dt)
116{
[5001]117  Quaternion quat;
[4964]118  Vector direction = this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();
[5001]119
[4964]120  direction.normalize();
[5001]121
[4969]122  if (likely (this->getParent() != NULL))
[5001]123    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
[4969]124  else
[5001]125    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
126
[5414]127  this->setAbsDirSoft(quat, 5);
[4964]128}
129
[4963]130void Turret::fire()
[3620]131{
[5356]132  Projectile* pj = this->getProjectile();
133  if (pj == NULL)
134    return;
[3888]135
[4955]136  PNode* target = this->getWeaponManager()->getFixedTarget();
137
138  if (target != NULL)
139  {
[5443]140    pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 + VECTOR_RAND(13)
[5440]141            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
[4955]142  }
143  else
144    pj->setVelocity(target->getVelocity());
145
[5002]146  pj->setParent(NullParent::getInstance());
[4927]147  pj->setAbsCoor(this->getEmissionPoint());
[3708]148  pj->setAbsDir(this->getAbsDir());
[5443]149  pj->activate();
[3620]150}
[3618]151
[4963]152void Turret::destroy ()
[3618]153{}
154
155/**
[4969]156 * draws the Turret
[3618]157*/
[5500]158void Turret::draw () const
[3750]159{
[4955]160  this->getWeaponManager()->getFixedTarget()->debugDraw(10);
161
[3886]162  /* draw gun body */
[3750]163  glMatrixMode(GL_MODELVIEW);
164  glPushMatrix();
[4592]165  glTranslatef (this->getAbsCoor ().x,
166                this->getAbsCoor ().y,
167                this->getAbsCoor ().z);
[5000]168  Vector tmpRot = this->getAbsDir().getSpacialAxis();
169  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]170
[4963]171  this->model->draw();
[3750]172  glPopMatrix();
173}
[3618]174
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