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source: orxonox.OLD/branches/network/src/world_entities/weapons/aiming_turret.cc @ 5968

Last change on this file since 5968 was 5968, checked in by patrick, 18 years ago

network: merged the trunk into the network with the command svn merge -r5824:HEAD ../trunk network, changes changed… bla bla..

File size: 4.1 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
[5527]17#include "aiming_turret.h"
[3618]18
[4963]19#include "weapon_manager.h"
[5559]20#include "aim.h"
[5511]21#include "projectile.h"
[3618]22
[5511]23#include "model.h"
24
[5002]25#include "null_parent.h"
[5574]26
[3851]27#include "animation3d.h"
[3618]28
[5355]29#include "factory.h"
[4287]30
[5622]31CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET);
[4931]32
[3618]33using namespace std;
34
35
36/**
[4836]37 *  standard constructor
[3618]38
39   creates a new weapon
40*/
[5745]41AimingTurret::AimingTurret ()
42  : Weapon()
[3683]43{
[4973]44  this->init();
[4597]45
[5559]46  this->loadModel("models/guns/turret2.obj");
[3752]47
[4973]48
49  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
[5819]50  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
[4973]51  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
52}
53
54
[5527]55AimingTurret::AimingTurret(const TiXmlElement* root)
[4973]56{
57  this->init();
58  this->loadParams(root);
59}
60
61/**
62 *  standard deconstructor
63*/
[5527]64AimingTurret::~AimingTurret ()
[4973]65{
66  // model will be deleted from WorldEntity-destructor
[5574]67//  delete this->target;
[4973]68}
69
[5527]70void AimingTurret::init()
[4973]71{
[5527]72  this->setClassID(CL_AIMING_TURRET, "AimingTurret");
[4973]73
[4964]74  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
75  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
[3755]76
[4964]77  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
78  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
79  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
80  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
81
[4893]82  animation1->setInfinity(ANIM_INF_CONSTANT);
83  animation2->setInfinity(ANIM_INF_CONSTANT);
[3888]84
[5064]85  this->setStateDuration(WS_SHOOTING, .1);
86  this->setStateDuration(WS_RELOADING, .1);
[4910]87  this->setStateDuration(WS_ACTIVATING, .4);
88  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]89
[5064]90  this->setMaximumEnergy(10000, 50);
91  this->increaseEnergy(100000);
[4885]92
[5441]93  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
[5968]94  this->setProjectileType(CL_GUIDED_MISSILE);
[4964]95
[4973]96
[4964]97  this->setEmissionPoint(1.684, 0.472, 0);
[4948]98  //this->getProjectileFactory()->prepare(100);
[5527]99
[5567]100  this->target = new Aim(this);
[5560]101  this->target->setVisibility(false);
[3683]102}
[3618]103
[5527]104void AimingTurret::loadParams(const TiXmlElement* root)
[4973]105{
106  static_cast<Weapon*>(this)->loadParams(root);
[3618]107
108}
109
[5527]110void AimingTurret::activate()
[3980]111{
[5560]112  this->target->setVisibility(true);
[3980]113}
[3618]114
[5527]115void AimingTurret::deactivate()
[3980]116{
[5560]117  this->target->setVisibility(false);
[3980]118}
[3618]119
[5527]120void AimingTurret::tick(float dt)
[4964]121{
[5001]122  Quaternion quat;
[5527]123  Vector direction = this->target->getAbsCoor() - this->getAbsCoor();
[5001]124
[4964]125  direction.normalize();
[5001]126
[4969]127  if (likely (this->getParent() != NULL))
[5001]128    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
[4969]129  else
[5001]130    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
131
[5559]132  this->setAbsDirSoft(quat, 5);
133
134  this->target->tick(dt);
[4964]135}
136
[5527]137void AimingTurret::fire()
[3620]138{
[5356]139  Projectile* pj = this->getProjectile();
140  if (pj == NULL)
141    return;
[3888]142
[5968]143  pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
[5440]144            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
[4955]145
[5968]146  pj->setTarget(this->target->getParent());
[5002]147  pj->setParent(NullParent::getInstance());
[4927]148  pj->setAbsCoor(this->getEmissionPoint());
[3708]149  pj->setAbsDir(this->getAbsDir());
[5443]150  pj->activate();
[5576]151  this->target->searchTarget(100);
[3620]152}
[3618]153
[5527]154void AimingTurret::destroy ()
[3618]155{}
156
157/**
[5527]158 * draws the AimingTurret
[3618]159*/
[5527]160void AimingTurret::draw () const
[3750]161{
[3886]162  /* draw gun body */
[3750]163  glMatrixMode(GL_MODELVIEW);
164  glPushMatrix();
[4592]165  glTranslatef (this->getAbsCoor ().x,
166                this->getAbsCoor ().y,
167                this->getAbsCoor ().z);
[5000]168  Vector tmpRot = this->getAbsDir().getSpacialAxis();
169  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]170
[4963]171  this->model->draw();
[3750]172  glPopMatrix();
173}
[3618]174
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