1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: |
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14 | */ |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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16 | |
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17 | #include "aiming_turret.h" |
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18 | |
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19 | #include "weapon_manager.h" |
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20 | #include "aim.h" |
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21 | #include "world_entities/projectiles/projectile.h" |
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22 | |
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23 | #include "model.h" |
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24 | |
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25 | #include "animation3d.h" |
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26 | |
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27 | #include "factory.h" |
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28 | |
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29 | CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET); |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | |
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34 | /** |
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35 | * standard constructor |
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36 | |
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37 | creates a new weapon |
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38 | */ |
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39 | AimingTurret::AimingTurret () |
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40 | : Weapon() |
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41 | { |
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42 | this->init(); |
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43 | |
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44 | this->loadModel("models/guns/turret2.obj"); |
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45 | |
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46 | |
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47 | this->setActionSound(WA_SHOOT, "sound/shot1.wav"); |
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48 | this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav"); |
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49 | this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); |
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50 | } |
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51 | |
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52 | |
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53 | AimingTurret::AimingTurret(const TiXmlElement* root) |
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54 | { |
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55 | this->init(); |
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56 | this->loadParams(root); |
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57 | } |
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58 | |
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59 | /** |
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60 | * standard deconstructor |
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61 | */ |
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62 | AimingTurret::~AimingTurret () |
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63 | { |
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64 | // model will be deleted from WorldEntity-destructor |
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65 | // delete this->target; |
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66 | } |
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67 | |
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68 | void AimingTurret::init() |
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69 | { |
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70 | this->setClassID(CL_AIMING_TURRET, "AimingTurret"); |
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71 | |
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72 | Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); |
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73 | Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); |
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74 | |
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75 | animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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76 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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77 | animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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78 | animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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79 | |
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80 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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81 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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82 | |
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83 | this->setStateDuration(WS_SHOOTING, .1); |
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84 | this->setStateDuration(WS_RELOADING, .1); |
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85 | this->setStateDuration(WS_ACTIVATING, .4); |
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86 | this->setStateDuration(WS_DEACTIVATING, .4); |
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87 | |
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88 | this->setEnergyMax(10000); |
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89 | this->increaseEnergy(100000); |
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90 | |
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91 | this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET); |
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92 | this->setProjectileType(CL_ROCKET); |
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93 | |
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94 | |
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95 | this->setEmissionPoint(1.684, 0.472, 0); |
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96 | //this->getProjectileFactory()->prepare(100); |
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97 | |
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98 | this->target = new Aim(this); |
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99 | this->target->setVisibility(false); |
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100 | this->target->setRange(100); |
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101 | this->target->setAngle(M_PI); |
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102 | } |
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103 | |
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104 | void AimingTurret::loadParams(const TiXmlElement* root) |
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105 | { |
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106 | Weapon::loadParams(root); |
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107 | |
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108 | } |
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109 | |
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110 | void AimingTurret::activate() |
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111 | { |
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112 | this->target->setVisibility(true); |
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113 | } |
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114 | |
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115 | void AimingTurret::deactivate() |
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116 | { |
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117 | this->target->setVisibility(false); |
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118 | } |
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119 | |
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120 | void AimingTurret::tick(float dt) |
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121 | { |
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122 | Quaternion quat; |
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123 | Vector direction = this->target->getAbsCoor() - this->getAbsCoor(); |
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124 | |
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125 | direction.normalize(); |
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126 | |
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127 | if (likely (this->getParent() != NULL)) |
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128 | quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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129 | else |
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130 | quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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131 | |
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132 | this->setAbsDirSoft(quat, 5); |
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133 | |
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134 | this->target->tick(dt); |
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135 | } |
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136 | |
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137 | void AimingTurret::fire() |
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138 | { |
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139 | Projectile* pj = this->getProjectile(); |
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140 | if (pj == NULL) |
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141 | return; |
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142 | |
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143 | pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13) |
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144 | /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); |
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145 | |
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146 | pj->setParent(PNode::getNullParent()); |
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147 | pj->setAbsCoor(this->getEmissionPoint()); |
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148 | pj->setAbsDir(this->getAbsDir()); |
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149 | pj->activate(); |
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150 | this->target->searchTarget(); |
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151 | } |
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152 | |
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153 | void AimingTurret::destroy () |
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154 | {} |
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155 | |
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156 | /** |
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157 | * draws the AimingTurret |
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158 | */ |
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159 | void AimingTurret::draw () const |
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160 | { |
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161 | /* draw gun body */ |
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162 | glMatrixMode(GL_MODELVIEW); |
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163 | glPushMatrix(); |
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164 | glTranslatef (this->getAbsCoor ().x, |
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165 | this->getAbsCoor ().y, |
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166 | this->getAbsCoor ().z); |
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167 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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168 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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169 | |
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170 | this->getModel()->draw(); |
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171 | glPopMatrix(); |
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172 | } |
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173 | |
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