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source: orxonox.OLD/branches/proxy/src/world_entities/weapons/aim.cc @ 9518

Last change on this file since 9518 was 9518, checked in by bensch, 18 years ago

targetting turrets are firing all the time now, but the hack is out :/

File size: 6.0 KB
Line 
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
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "aim.h"
19
20#include "util/loading/load_param.h"
21#include "graphics_engine.h"
22#include "state.h"
23#include "material.h"
24#include "t_animation.h"
25#include "text.h"
26
27#include "world_entity.h"
28
29
30
31
32/**
33 * standart constructor
34 */
35Aim::Aim (PNode* source, const TiXmlElement* root)
36{
37  this->init();
38
39  this->source = source;
40
41  if (root)
42    this->loadParams(root);
43  else
44    this->setTexture("maps/aim.png");
45}
46
47/**
48 * destroys a Aim
49*/
50Aim::~Aim ()
51{
52/*  if (this->text != NULL)
53    delete this->text;*/
54}
55
56/**
57 * initializes the Aim
58 */
59void Aim::init()
60{
61  this->setClassID(CL_CROSSHAIR, "Aim");
62  this->setName("Aim");
63
64  this->setLayer(E2D_LAYER_TOP);
65  this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0);
66  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
67
68  this->setBindNode(this);
69  this->source = NULL;
70
71  this->range = 10000;
72  this->angle = M_PI_4;
73  this->targetGroup = OM_GROUP_01;
74  this->anim = new tAnimation<Aim>(this, &Aim::setSize);
75  this->anim->setInfinity(ANIM_INF_CONSTANT);
76  this->anim->addKeyFrame(500, .3, ANIM_LINEAR);
77  this->anim->addKeyFrame(100, .2, ANIM_LINEAR);
78  this->anim->addKeyFrame(50, .01, ANIM_LINEAR);
79
80
81/*  this->text = new Text();
82  this->text->setLayer(this->getLayer());
83  this->text->setParent2D(this);
84  this->text->setRelCoor2D(10, -50);
85  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
86  this->text->setText("Testing");*/
87}
88
89void Aim::loadParams(const TiXmlElement* root)
90{
91  PNode::loadParams(root);
92
93  LoadParam(root, "texture", this, Aim, setTexture)
94      .describe("the texture-file to load onto the Aim");
95
96  LoadParam(root, "size", this, Aim, setSize)
97      .describe("the size of the Aim in Pixels");
98
99  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
100      .describe("the Speed with which the Aim should rotate");
101
102  LoadParam(root, "target-group", this, Aim, setTargetGroupS);
103}
104
105void Aim::searchTarget()
106{
107  ObjectManager::EntityList::iterator entity;
108  //printf("%d\n", this->targetGroup);
109
110  for (entity = State::getObjectManager()->getObjectList(this->targetGroup).begin();
111       entity != State::getObjectManager()->getObjectList(this->targetGroup).end();
112       entity ++)
113  {
114    diffVec = ( (*entity)->getAbsCoor() - this->source->getAbsCoor() );
115
116    if ( diffVec.len() < range )//&&  acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) )  < angle)
117    {
118      //if (this->getParent() != (*entity))
119      {
120        printf("found target::: %d %s::%s\n", (*entity)->getOMListNumber(), (*entity)->getClassCName(), (*entity)->getCName());
121        this->anim->replay();
122        this->setParent/*Soft*/(*entity/*, 5 */);
123        return;
124      }
125    }
126  }
127
128   //if no target found:
129   this->setParent(PNode::getNullParent());
130}
131
132void Aim::setTargetGroupS(const std::string& groupName)
133{
134  OM_LIST id = ObjectManager::StringToOMList(groupName);
135  if (id != OM_NULL)
136    this->setTargetGroup(id);
137  else
138    PRINTF(2)("List %s not found for targetting\n", groupName.c_str());
139}
140
141/**
142 * @brief sets the size of the Aim.
143 * @param size the size in pixels
144 */
145void Aim::setSize(float size)
146{
147  this->setSize2D(size/2, size/2);
148}
149
150/**
151 * sets the material to load
152 * @param textureFile The texture-file to load onto the crosshair
153 */
154void Aim::setTexture(const std::string& textureFile)
155{
156  this->material.setDiffuseMap(textureFile);
157}
158
159/**
160 * ticks the Aim
161 * @param dt the time to ticks
162 */
163void Aim::tick(float dt)
164{
165  // let the crosshair rotate
166  this->shiftDir2D(dt * rotationSpeed);
167
168//   char outputText[100];
169//   sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
170//   this->text->setText(outputText);
171
172
173//  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
174  diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() );
175//only look for target if the aim hasn`t locked a target yet or if the actual target is out of range
176   if(this->getParent() == PNode::getNullParent() ||
177      diffVec.len() > range )// ||
178     //( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle))
179    {
180     this->setParentSoft(PNode::getNullParent(),5);
181     this->searchTarget();
182    }
183
184//   float z = 0.0f;
185//   glReadPixels ((int)this->getAbsCoor2D().x,
186//                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
187//                  1,
188//                  1,
189//                  GL_DEPTH_COMPONENT,
190//                  GL_FLOAT,
191//                  &z);
192//
193//
194//   GLdouble objX=.0, objY=.0, objZ=.0;
195//   gluUnProject(this->getAbsCoor2D().x,
196//                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
197//                .99,  // z
198//                GraphicsEngine::modMat,
199//                GraphicsEngine::projMat,
200//                GraphicsEngine::viewPort,
201//                &objX,
202//                &objY,
203//                &objZ );
204//aa
205//   this->setAbsCoor(objX, objY, objZ);
206}
207
208/**
209 * draws the crosshair
210 */
211void Aim::draw() const
212{
213
214 if( this->getParent() != PNode::getNullParent() )
215  {
216  glPushMatrix();
217  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
218
219  glRotatef(this->getAbsDir2D(), 0,0,1);
220  this->material.select();
221  glBegin(GL_TRIANGLE_STRIP);
222  glTexCoord2f(0, 0);
223  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
224  glTexCoord2f(1, 0);
225  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
226  glTexCoord2f(0, 1);
227  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
228  glTexCoord2f(1, 1);
229  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
230  glEnd();
231  glPopMatrix();
232  }
233
234}
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