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 | |
---|
29 | CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET); |
---|
30 | |
---|
31 | using namespace std; |
---|
32 | |
---|
33 | |
---|
34 | /** |
---|
35 | * standard constructor |
---|
36 | |
---|
37 | creates a new weapon |
---|
38 | */ |
---|
39 | AimingTurret::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 | |
---|
53 | AimingTurret::AimingTurret(const TiXmlElement* root) |
---|
54 | { |
---|
55 | this->init(); |
---|
56 | this->loadParams(root); |
---|
57 | } |
---|
58 | |
---|
59 | /** |
---|
60 | * standard deconstructor |
---|
61 | */ |
---|
62 | AimingTurret::~AimingTurret () |
---|
63 | { |
---|
64 | // model will be deleted from WorldEntity-destructor |
---|
65 | // delete this->target; |
---|
66 | } |
---|
67 | |
---|
68 | void 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->setEnergyMax(10000); |
---|
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(1000); |
---|
101 | this->target->setAngle(M_PI_4); |
---|
102 | } |
---|
103 | |
---|
104 | void AimingTurret::loadParams(const TiXmlElement* root) |
---|
105 | { |
---|
106 | Weapon::loadParams(root); |
---|
107 | |
---|
108 | } |
---|
109 | |
---|
110 | void AimingTurret::activate() |
---|
111 | { |
---|
112 | this->target->setVisibility(true); |
---|
113 | } |
---|
114 | |
---|
115 | void AimingTurret::deactivate() |
---|
116 | { |
---|
117 | this->target->setVisibility(false); |
---|
118 | } |
---|
119 | |
---|
120 | void AimingTurret::tick(float dt) |
---|
121 | { |
---|
122 | if (!Weapon::tickW(dt)) |
---|
123 | return; |
---|
124 | Quaternion quat; |
---|
125 | Vector direction = this->target->getAbsCoor() - this->getAbsCoor(); |
---|
126 | |
---|
127 | direction.normalize(); |
---|
128 | |
---|
129 | if (likely (this->getParent() != NULL)) |
---|
130 | quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
---|
131 | else |
---|
132 | quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
---|
133 | |
---|
134 | this->setAbsDirSoft(quat, 5); |
---|
135 | |
---|
136 | this->target->tick(dt); |
---|
137 | } |
---|
138 | |
---|
139 | void AimingTurret::fire() |
---|
140 | { |
---|
141 | Projectile* pj = this->getProjectile(); |
---|
142 | if (pj == NULL) |
---|
143 | return; |
---|
144 | |
---|
145 | pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13) |
---|
146 | /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); |
---|
147 | |
---|
148 | pj->setParent(PNode::getNullParent()); |
---|
149 | pj->setAbsCoor(this->getEmissionPoint()); |
---|
150 | pj->setAbsDir(this->getAbsDir()); |
---|
151 | pj->activate(); |
---|
152 | } |
---|
153 | |
---|
154 | void AimingTurret::destroy () |
---|
155 | {} |
---|
156 | |
---|
157 | /** |
---|
158 | * draws the AimingTurret |
---|
159 | */ |
---|
160 | void AimingTurret::draw () const |
---|
161 | { |
---|
162 | /* draw gun body */ |
---|
163 | glMatrixMode(GL_MODELVIEW); |
---|
164 | glPushMatrix(); |
---|
165 | glTranslatef (this->getAbsCoor ().x, |
---|
166 | this->getAbsCoor ().y, |
---|
167 | this->getAbsCoor ().z); |
---|
168 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
---|
169 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
---|
170 | |
---|
171 | this->getModel()->draw(); |
---|
172 | glPopMatrix(); |
---|
173 | } |
---|
174 | |
---|