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source: orxonox.OLD/branches/world_entities/src/world_entities/weapons/aiming_turret.cc @ 5745

Last change on this file since 5745 was 5745, checked in by bensch, 18 years ago

orxonox/trunk: removed WeaponManager from all the Weapons, because weapon should not know where it is connected to

File size: 4.1 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#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
16
17#include "aiming_turret.h"
18
19#include "weapon_manager.h"
20#include "aim.h"
21#include "projectile.h"
22
23#include "model.h"
24
25#include "null_parent.h"
26
27#include "animation3d.h"
28#include "sound_engine.h"
29
30#include "factory.h"
31
32CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET);
33
34using namespace std;
35
36
37/**
38 *  standard constructor
39
40   creates a new weapon
41*/
42AimingTurret::AimingTurret ()
43  : Weapon()
44{
45  this->init();
46
47  this->loadModel("models/guns/turret2.obj");
48
49
50  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
51  this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
52  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
53}
54
55
56AimingTurret::AimingTurret(const TiXmlElement* root)
57{
58  this->init();
59  this->loadParams(root);
60}
61
62/**
63 *  standard deconstructor
64*/
65AimingTurret::~AimingTurret ()
66{
67  // model will be deleted from WorldEntity-destructor
68//  delete this->target;
69}
70
71void AimingTurret::init()
72{
73  this->setClassID(CL_AIMING_TURRET, "AimingTurret");
74
75  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
76  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
77
78  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
79  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
80  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
81  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
82
83  animation1->setInfinity(ANIM_INF_CONSTANT);
84  animation2->setInfinity(ANIM_INF_CONSTANT);
85
86  this->setStateDuration(WS_SHOOTING, .1);
87  this->setStateDuration(WS_RELOADING, .1);
88  this->setStateDuration(WS_ACTIVATING, .4);
89  this->setStateDuration(WS_DEACTIVATING, .4);
90
91  this->setMaximumEnergy(10000, 50);
92  this->increaseEnergy(100000);
93  //this->minCharge = 2;
94
95  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
96  this->setProjectileType(CL_ROCKET);
97
98
99  this->setEmissionPoint(1.684, 0.472, 0);
100  //this->getProjectileFactory()->prepare(100);
101
102  this->target = new Aim(this);
103  this->target->setVisibility(false);
104}
105
106void AimingTurret::loadParams(const TiXmlElement* root)
107{
108  static_cast<Weapon*>(this)->loadParams(root);
109
110}
111
112void AimingTurret::activate()
113{
114  this->target->setVisibility(true);
115}
116
117void AimingTurret::deactivate()
118{
119  this->target->setVisibility(false);
120}
121
122void AimingTurret::tick(float dt)
123{
124  Quaternion quat;
125  Vector direction = this->target->getAbsCoor() - this->getAbsCoor();
126
127  direction.normalize();
128
129  if (likely (this->getParent() != NULL))
130    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
131  else
132    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
133
134  this->setAbsDirSoft(quat, 5);
135
136  this->target->tick(dt);
137}
138
139void AimingTurret::fire()
140{
141  Projectile* pj = this->getProjectile();
142  if (pj == NULL)
143    return;
144
145    pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
146            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
147
148  pj->setParent(NullParent::getInstance());
149  pj->setAbsCoor(this->getEmissionPoint());
150  pj->setAbsDir(this->getAbsDir());
151  pj->activate();
152  this->target->searchTarget(100);
153}
154
155void AimingTurret::destroy ()
156{}
157
158/**
159 * draws the AimingTurret
160*/
161void AimingTurret::draw () const
162{
163  /* draw gun body */
164  glMatrixMode(GL_MODELVIEW);
165  glPushMatrix();
166  glTranslatef (this->getAbsCoor ().x,
167                this->getAbsCoor ().y,
168                this->getAbsCoor ().z);
169  Vector tmpRot = this->getAbsDir().getSpacialAxis();
170  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
171
172  this->model->draw();
173  glPopMatrix();
174}
175
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