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source: orxonox.OLD/trunk/src/world_entities/weapons/targeting_turret.cc @ 6494

Last change on this file since 6494 was 6439, checked in by bensch, 19 years ago

trunk: WeaponSystem working again:
reverted the changed from revision 6435, because they made the WeaponSystem unusable

File size: 3.9 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#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
16
17#include "targeting_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(TargetingTurret, CL_TARGETING_TURRET);
30
31using namespace std;
32
33
34/**
35 *  standard constructor
36
37   creates a new weapon
38*/
39TargetingTurret::TargetingTurret ()
40  : Weapon()
41{
42  this->init();
43
44}
45
46
47TargetingTurret::TargetingTurret(const TiXmlElement* root)
48{
49  this->init();
50  this->loadParams(root);
51}
52
53/**
54 *  standard deconstructor
55*/
56TargetingTurret::~TargetingTurret ()
57{
58  // model will be deleted from WorldEntity-destructor
59//  delete this->target;
60}
61
62void TargetingTurret::init()
63{
64  this->setClassID(CL_TARGETING_TURRET, "TargetingTurret");
65
66  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
67  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
68
69  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
70  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
71  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
72  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
73
74  animation1->setInfinity(ANIM_INF_CONSTANT);
75  animation2->setInfinity(ANIM_INF_CONSTANT);
76
77  this->setStateDuration(WS_SHOOTING, .1);
78  this->setStateDuration(WS_RELOADING, .1);
79  this->setStateDuration(WS_ACTIVATING, .4);
80  this->setStateDuration(WS_DEACTIVATING, .4);
81
82  this->setMaximumEnergy(10000, 50);
83  this->increaseEnergy(100000);
84
85  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
86  this->setProjectileType(CL_GUIDED_MISSILE);
87
88
89  this->setEmissionPoint(1.684, 0.472, 0);
90  //this->getProjectileFactory()->prepare(100);
91
92  this->target = new Aim(this);
93  this->target->setVisibility(false);
94
95  this->loadModel("models/guns/turret2.obj");
96
97
98  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
99  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
100  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
101}
102
103void TargetingTurret::loadParams(const TiXmlElement* root)
104{
105  static_cast<Weapon*>(this)->loadParams(root);
106
107}
108
109void TargetingTurret::activate()
110{
111  this->target->setVisibility(true);
112}
113
114void TargetingTurret::deactivate()
115{
116  this->target->setVisibility(false);
117}
118
119void TargetingTurret::tick(float dt)
120{
121
122  this->target->tick(dt);
123}
124
125void TargetingTurret::fire()
126{
127  Projectile* pj = this->getProjectile();
128  if (pj == NULL)
129    return;
130
131  pj->setVelocity(this->getVelocity() + /*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
132            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
133
134  pj->setTarget(this->target->getParent());
135  pj->setParent(PNode::getNullParent());
136  pj->setAbsCoor(this->getEmissionPoint());
137  pj->setAbsDir(this->getAbsDir());
138  pj->activate();
139  this->target->searchTarget(100);
140}
141
142void TargetingTurret::destroy ()
143{}
144
145/**
146 * draws the TargetingTurret
147*/
148void TargetingTurret::draw () const
149{
150  /* draw gun body */
151  glMatrixMode(GL_MODELVIEW);
152  glPushMatrix();
153  glTranslatef (this->getAbsCoor ().x,
154                this->getAbsCoor ().y,
155                this->getAbsCoor ().z);
156  Vector tmpRot = this->getAbsDir().getSpacialAxis();
157  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
158  if (this->getModel() != NULL)
159    this->getModel()->draw();
160  glPopMatrix();
161}
162
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