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source: orxonox.OLD/trunk/src/world_entities/weapons/turret.cc @ 6404

Last change on this file since 6404 was 6306, checked in by bensch, 19 years ago

orxonox/trunk: cool bars for the rocket-louncher

File size: 4.0 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"
[5511]20#include "projectile.h"
[3618]21
[5511]22#include "model.h"
23
[4829]24#include "state.h"
[3851]25#include "animation3d.h"
[3618]26
[5355]27#include "factory.h"
[4287]28
[5750]29CREATE_FACTORY(Turret, CL_TURRET);
[4931]30
[3618]31using namespace std;
32
33/**
[4836]34 *  standard constructor
[5750]35 *
36 * creates a new Turret
37 */
38Turret::Turret ()
39  : Weapon()
[3683]40{
[4973]41  this->init();
[4597]42
[4973]43  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
44  this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
45  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
[5819]46
47  this->loadModel("models/guns/turret1.obj");
[4973]48}
49
[5750]50/**
51 * creates a new Turret from a TiXmlElement
52 */
[4973]53Turret::Turret(const TiXmlElement* root)
54{
55  this->init();
56  this->loadParams(root);
57}
58
59/**
60 *  standard deconstructor
61*/
62Turret::~Turret ()
63{
64  // model will be deleted from WorldEntity-destructor
65}
66
67void Turret::init()
68{
69  this->setClassID(CL_TURRET, "Turret");
70
[5819]71
[4964]72  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
73  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
[3755]74
[4964]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
[4893]80  animation1->setInfinity(ANIM_INF_CONSTANT);
81  animation2->setInfinity(ANIM_INF_CONSTANT);
[3888]82
[5064]83  this->setStateDuration(WS_SHOOTING, .1);
[6306]84  this->setStateDuration(WS_RELOADING, 1.0f);
[4910]85  this->setStateDuration(WS_ACTIVATING, .4);
86  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]87
[6306]88  this->setMaximumEnergy(100, 5);
89  this->increaseEnergy(100);
[4927]90  //this->minCharge = 2;
[4885]91
[5441]92  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
[5456]93  this->setProjectileType(CL_ROCKET);
[4964]94
[4973]95
[4964]96  this->setEmissionPoint(1.684, 0.472, 0);
[4948]97  //this->getProjectileFactory()->prepare(100);
[6306]98
99  this->bar = new GLGuiBar;
100  this->bar->setSize2D( 20, 100);
101  this->bar->setMaximum(this->getEnergyMax());
102  this->bar->setValue(this->getEnergy());
103  this->loadedBar = new GLGuiBar;
104  this->loadedBar->setParent2D(this->bar);
105  this->loadedBar->setRelCoor2D(20,0);
106  this->loadedBar->setSize2D(10,50);
107  this->loadedBar->setMaximum(this->getLoadedEnergyMax());
[3683]108}
[3618]109
[4973]110void Turret::loadParams(const TiXmlElement* root)
111{
112  static_cast<Weapon*>(this)->loadParams(root);
[3618]113
114}
115
[4963]116void Turret::activate()
[3980]117{
[6306]118  this->bar->show();
119  this->loadedBar->show();
[3980]120}
[3618]121
[4963]122void Turret::deactivate()
[3980]123{
[6306]124  this->bar->hide();
125  this->loadedBar->hide();
[3980]126}
[3618]127
[4964]128void Turret::tick(float dt)
129{
[5001]130  Quaternion quat;
[5750]131  Vector direction = this->getAbsCoor();/*this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();*/
[5001]132
[4964]133  direction.normalize();
[5001]134
[4969]135  if (likely (this->getParent() != NULL))
[5001]136    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
[4969]137  else
[5001]138    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
139
[5414]140  this->setAbsDirSoft(quat, 5);
[4964]141}
142
[4963]143void Turret::fire()
[3620]144{
[5356]145  Projectile* pj = this->getProjectile();
146  if (pj == NULL)
147    return;
[3888]148
[5819]149  pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 /*+ VECTOR_RAND(13) */
[5440]150            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
[4955]151
[5819]152
[6074]153  pj->setParent(PNode::getNullParent());
[4927]154  pj->setAbsCoor(this->getEmissionPoint());
[3708]155  pj->setAbsDir(this->getAbsDir());
[5443]156  pj->activate();
[6306]157
158  this->bar->setValue( this->getEnergy());
159  this->loadedBar->setValue(this->getLoadedEnergy());
[3620]160}
[3618]161
[4963]162void Turret::destroy ()
[3618]163{}
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