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source: orxonox.OLD/trunk/src/world_entities/weapons/aim.cc @ 6168

Last change on this file since 6168 was 6142, checked in by bensch, 19 years ago

orxonox/trunk: merge the ObjectManager to the trunk
merged with command:
svn merge -r6082:HEAD objectmanager/ ../trunk/

conflicts resolution was easy this time :)
but specially merged the world to network_world

File size: 4.9 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
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "aim.h"
19
20#include "load_param.h"
21#include "graphics_engine.h"
22#include "state.h"
23#include "list.h"
24#include "material.h"
25#include "t_animation.h"
26#include "text.h"
27
28#include "world_entity.h"
29
30using namespace std;
31
32
33/**
34 * standart constructor
35 */
36Aim::Aim (PNode* source, const TiXmlElement* root)
37{
38  this->init();
39
40  this->source = source;
41
42  if (root)
43    this->loadParams(root);
44  else
45    this->setTexture("maps/aim.png");
46}
47
48/**
49 * destroys a Aim
50*/
51Aim::~Aim ()
52{
53  if (this->material)
54    delete this->material;
55
56  if (this->text != NULL)
57    delete this->text;
58}
59
60/**
61 * initializes the Aim
62 */
63void Aim::init()
64{
65  this->setClassID(CL_CROSSHAIR, "Aim");
66  this->setName("Aim");
67
68  this->setLayer(E2D_LAYER_TOP);
69  this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0);
70  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
71
72  this->setBindNode(this);
73  this->material = new Material;
74  this->source = NULL;
75
76  this->anim = new tAnimation<Aim>(this, &Aim::setSize);
77  this->anim->setInfinity(ANIM_INF_CONSTANT);
78  this->anim->addKeyFrame(500, .3, ANIM_LINEAR);
79  this->anim->addKeyFrame(100, .2, ANIM_LINEAR);
80  this->anim->addKeyFrame(50, .01, ANIM_LINEAR);
81
82  this->text = new Text();
83  this->text->setLayer(this->getLayer());
84  this->text->setParent2D(this);
85  this->text->setRelCoor2D(10, -50);
86  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
87  this->text->setText("Testing");
88}
89
90void Aim::loadParams(const TiXmlElement* root)
91{
92  static_cast<PNode*>(this)->loadParams(root);
93
94  LoadParam(root, "texture", this, Aim, setTexture)
95      .describe("the texture-file to load onto the Aim");
96
97  LoadParam(root, "size", this, Aim, setSize)
98      .describe("the size of the Aim in Pixels");
99
100  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
101      .describe("the Speed with which the Aim should rotate");
102}
103
104void Aim::searchTarget(float range)
105{
106  //FIXME//
107/*  tIterator<WorldEntity>* iterator = State::getWorldEntityList()->getIterator();
108  WorldEntity* entity = iterator->firstElement();
109  while (likely(entity != NULL))
110  {
111    if (entity->isA(CL_NPC) && this->source->getAbsCoor().x < entity->getAbsCoor().x && (this->source->getAbsCoor() - entity->getAbsCoor()).len() < range)
112    {
113      if (this->getParent() != entity)
114      {
115        this->anim->replay();
116        this->setParentSoft(entity, 5);
117      }
118      delete iterator;
119      return;
120    }
121    entity = iterator->nextElement();
122  }
123
124  delete iterator;*/
125}
126
127
128
129/**
130 * sets the size of the Aim.
131 * @param size the size in pixels
132 */
133void Aim::setSize(float size)
134{
135  this->setSize2D(size/2, size/2);
136}
137
138/**
139 * sets the material to load
140 * @param textureFile The texture-file to load onto the crosshair
141 */
142void Aim::setTexture(const char* textureFile)
143{
144  this->material->setDiffuseMap(textureFile);
145}
146
147/**
148 * ticks the Aim
149 * @param dt the time to ticks
150 */
151void Aim::tick(float dt)
152{
153  // let the crosshair rotate
154  this->shiftDir2D(dt * rotationSpeed);
155
156  char outputText[100];
157  sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
158  this->text->setText(outputText);
159
160
161  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
162    this->searchTarget(1000);
163//   float z = 0.0f;
164//   glReadPixels ((int)this->getAbsCoor2D().x,
165//                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
166//                  1,
167//                  1,
168//                  GL_DEPTH_COMPONENT,
169//                  GL_FLOAT,
170//                  &z);
171//
172//
173//   GLdouble objX=.0, objY=.0, objZ=.0;
174//   gluUnProject(this->getAbsCoor2D().x,
175//                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
176//                .99,  // z
177//                GraphicsEngine::modMat,
178//                GraphicsEngine::projMat,
179//                GraphicsEngine::viewPort,
180//                &objX,
181//                &objY,
182//                &objZ );
183//
184//   this->setAbsCoor(objX, objY, objZ);
185}
186
187/**
188 * draws the crosshair
189 */
190void Aim::draw() const
191{
192
193  glPushMatrix();
194  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
195
196  glRotatef(this->getAbsDir2D(), 0,0,1);
197  this->material->select();
198  glBegin(GL_TRIANGLE_STRIP);
199  glTexCoord2f(0, 0);
200  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
201  glTexCoord2f(1, 0);
202  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
203  glTexCoord2f(0, 1);
204  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
205  glTexCoord2f(1, 1);
206  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
207  glEnd();
208  glPopMatrix();
209
210}
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