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source: orxonox.OLD/branches/network/src/world_entities/weapons/targeting_turret.cc @ 6675

Last change on this file since 6675 was 6675, checked in by patrick, 18 years ago

network: the net code works again

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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  if( root != NULL)
51    this->loadParams(root);
52}
53
54/**
55 *  standard deconstructor
56*/
57TargetingTurret::~TargetingTurret ()
58{
59  // model will be deleted from WorldEntity-destructor
60//  delete this->target;
61}
62
63void TargetingTurret::init()
64{
65  this->setClassID(CL_TARGETING_TURRET, "TargetingTurret");
66
67  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
68  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
69
70  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
71  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
72  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
73  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
74
75  animation1->setInfinity(ANIM_INF_CONSTANT);
76  animation2->setInfinity(ANIM_INF_CONSTANT);
77
78  this->setStateDuration(WS_SHOOTING, .1);
79  this->setStateDuration(WS_RELOADING, .1);
80  this->setStateDuration(WS_ACTIVATING, .4);
81  this->setStateDuration(WS_DEACTIVATING, .4);
82
83  this->setMaximumEnergy(10000, 50);
84  this->increaseEnergy(100000);
85
86  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
87  this->setProjectileType(CL_GUIDED_MISSILE);
88
89
90  this->setEmissionPoint(1.684, 0.472, 0);
91  //this->getProjectileFactory()->prepare(100);
92
93  this->target = new Aim(this);
94  this->target->setVisibility(false);
95
96  this->loadModel("models/guns/turret2.obj");
97
98
99  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
100  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
101  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
102}
103
104void TargetingTurret::loadParams(const TiXmlElement* root)
105{
106  Weapon::loadParams(root);
107
108}
109
110void TargetingTurret::activate()
111{
112  this->target->setVisibility(true);
113}
114
115void TargetingTurret::deactivate()
116{
117  this->target->setVisibility(false);
118}
119
120void TargetingTurret::tick(float dt)
121{
122
123  this->target->tick(dt);
124}
125
126void TargetingTurret::fire()
127{
128  Projectile* pj = this->getProjectile();
129  if (pj == NULL)
130    return;
131
132  pj->setVelocity(this->getVelocity() + /*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
133            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
134
135  pj->setTarget(this->target->getParent());
136  pj->setParent(PNode::getNullParent());
137  pj->setAbsCoor(this->getEmissionPoint());
138  pj->setAbsDir(this->getAbsDir());
139  pj->activate();
140  this->target->searchTarget(100);
141}
142
143void TargetingTurret::destroy ()
144{}
145
146/**
147 * draws the TargetingTurret
148*/
149void TargetingTurret::draw () const
150{
151  /* draw gun body */
152  glMatrixMode(GL_MODELVIEW);
153  glPushMatrix();
154  glTranslatef (this->getAbsCoor ().x,
155                this->getAbsCoor ().y,
156                this->getAbsCoor ().z);
157  Vector tmpRot = this->getAbsDir().getSpacialAxis();
158  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
159  if (this->getModel() != NULL)
160    this->getModel()->draw();
161  glPopMatrix();
162}
163
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