/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Manuel Leuenberger co-programmer: ... */ #include "ground_turret.h" #include "model.h" #include "world_entities/weapons/turret.h" #include "state.h" #include "playable.h" #include "player.h" #include "util/loading/factory.h" #include "network_game_manager.h" #include "util/loading/load_param.h" #include "effects/explosion.h" CREATE_FACTORY(GroundTurret, CL_GROUND_TURRET); /** * constructs and loads a GroundTurret from a XML-element * @param root the XML-element to load from */ GroundTurret::GroundTurret(const TiXmlElement* root) : NPC(root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ GroundTurret::~GroundTurret () { } /** * initializes the GroundTurret * @todo change this to what you wish */ void GroundTurret::init() { this->setClassID(CL_GROUND_TURRET, "GroundTurret"); this->loadModel("models/ground_turret_#.obj", 5); this->left = NULL; this->right = NULL; this->setHealthMax(300); this->setHealth(300); this->weaponHolder[0].addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->weaponHolder[1].addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->weaponHolder[0].setRelCoor(0,25,0); this->weaponHolder[0].setParent(this); this->weaponHolder[1].setParent(this); } /** * @brief loads a GroundTurret from a XML-element * @param root the XML-element to load from * @todo make the class Loadable */ void GroundTurret::loadParams(const TiXmlElement* root) { // all the clases this Entity is directly derived from must be called in this way, to load all settings. NPC::loadParams(root); /** * @todo: make the class Loadable */ const TiXmlElement* element; element = root->FirstChildElement("weapon-left"); if (element != NULL) element = element->FirstChildElement(); this->left = dynamic_cast( Factory::fabricate( element) ); if (this->left) { this->left->setParent(this); this->left->toList(this->getOMListNumber()); this->left->setRelCoor(0,10,-5); this->left->requestAction( WA_ACTIVATE); this->left->setParent(&this->weaponHolder[0]); } element = root->FirstChildElement("weapon-right"); if (element != NULL) if (element != NULL) element = element->FirstChildElement(); this->right = dynamic_cast( Factory::fabricate( element) ); if (this->right) { this->right->setParent(this); this->right->toList(this->getOMListNumber()); this->right->setRelCoor(0,10,5); this->left->requestAction( WA_ACTIVATE); this->right->setParent(&this->weaponHolder[0]); } } /** * advances the GroundTurret about time seconds * @param time the Time to step */ void GroundTurret::tick(float dt) { if(this->getHealth() > 0.0f ) // HACK <--- YOU ARE THE MOTHERFUCKER { if (likely(this->left != NULL)) { // this->left->tickW(dt); this->left->requestAction(WA_SHOOT); } if (likely(this->right != NULL)) { // this->right->tickW(dt); this->right->requestAction(WA_SHOOT); } } } /** * draws this worldEntity */ void GroundTurret::draw () const { WorldEntity::draw(); if (this->left != NULL) this->left->draw(); if (this->right != NULL) this->right->draw(); } /** * * */ void GroundTurret::postSpawn () { } /** * * */ void GroundTurret::leftWorld () { } void GroundTurret::destroy(WorldEntity* killer) { this->setAbsDirSoft(Quaternion(-90, Vector(0,0,1)), 90); Explosion::explode(this, Vector(10,10,10)); this->toList(OM_DEAD); }