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source: orxonox.OLD/trunk/src/world_entities/weapons/turret.cc @ 6483

Last change on this file since 6483 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: 3.5 KB
RevLine 
[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"
[6434]20#include "world_entities/projectiles/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);
[3683]98}
[3618]99
[4973]100void Turret::loadParams(const TiXmlElement* root)
101{
102  static_cast<Weapon*>(this)->loadParams(root);
[3618]103
104}
105
[4963]106void Turret::activate()
[3980]107{
108}
[3618]109
[4963]110void Turret::deactivate()
[3980]111{
112}
[3618]113
[4964]114void Turret::tick(float dt)
115{
[5001]116  Quaternion quat;
[5750]117  Vector direction = this->getAbsCoor();/*this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();*/
[5001]118
[4964]119  direction.normalize();
[5001]120
[4969]121  if (likely (this->getParent() != NULL))
[5001]122    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
[4969]123  else
[5001]124    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
125
[5414]126  this->setAbsDirSoft(quat, 5);
[4964]127}
128
[4963]129void Turret::fire()
[3620]130{
[5356]131  Projectile* pj = this->getProjectile();
132  if (pj == NULL)
133    return;
[3888]134
[5819]135  pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 /*+ VECTOR_RAND(13) */
[5440]136            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
[4955]137
[5819]138
[6074]139  pj->setParent(PNode::getNullParent());
[4927]140  pj->setAbsCoor(this->getEmissionPoint());
[3708]141  pj->setAbsDir(this->getAbsDir());
[5443]142  pj->activate();
[3620]143}
[3618]144
[4963]145void Turret::destroy ()
[3618]146{}
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