Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/world_entities/src/world_entities/weapons/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: 3.9 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 "turret.h"
18
19#include "weapon_manager.h"
20#include "projectile.h"
21
22#include "model.h"
23
24#include "null_parent.h"
25#include "state.h"
26#include "list.h"
27#include "animation3d.h"
28#include "sound_engine.h"
29
30#include "factory.h"
31
32CREATE_FACTORY(Turret, CL_TURRET);
33
34using namespace std;
35
36
37/**
38 *  standard constructor
39
40   creates a new weapon
41*/
42Turret::Turret ()
43  : Weapon()
44{
45  this->init();
46
47  this->loadModel("models/guns/turret1.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
56Turret::Turret(const TiXmlElement* root)
57{
58  this->init();
59  this->loadParams(root);
60}
61
62/**
63 *  standard deconstructor
64*/
65Turret::~Turret ()
66{
67  // model will be deleted from WorldEntity-destructor
68}
69
70void Turret::init()
71{
72  this->setClassID(CL_TURRET, "Turret");
73
74  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
75  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
76
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
82  animation1->setInfinity(ANIM_INF_CONSTANT);
83  animation2->setInfinity(ANIM_INF_CONSTANT);
84
85  this->setStateDuration(WS_SHOOTING, .1);
86  this->setStateDuration(WS_RELOADING, .1);
87  this->setStateDuration(WS_ACTIVATING, .4);
88  this->setStateDuration(WS_DEACTIVATING, .4);
89
90  this->setMaximumEnergy(10000, 50);
91  this->increaseEnergy(100000);
92  //this->minCharge = 2;
93
94  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
95  this->setProjectileType(CL_ROCKET);
96
97
98  this->setEmissionPoint(1.684, 0.472, 0);
99  //this->getProjectileFactory()->prepare(100);
100}
101
102void Turret::loadParams(const TiXmlElement* root)
103{
104  static_cast<Weapon*>(this)->loadParams(root);
105
106}
107
108void Turret::activate()
109{
110}
111
112void Turret::deactivate()
113{
114}
115
116void Turret::tick(float dt)
117{
118  Quaternion quat;
119  Vector direction = this->getAbsCoor();/*this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();*/
120
121  direction.normalize();
122
123  if (likely (this->getParent() != NULL))
124    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
125  else
126    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
127
128  this->setAbsDirSoft(quat, 5);
129}
130
131void Turret::fire()
132{
133  Projectile* pj = this->getProjectile();
134  if (pj == NULL)
135    return;
136
137    pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 + VECTOR_RAND(13)
138            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
139
140  pj->setParent(NullParent::getInstance());
141  pj->setAbsCoor(this->getEmissionPoint());
142  pj->setAbsDir(this->getAbsDir());
143  pj->activate();
144}
145
146void Turret::destroy ()
147{}
148
149/**
150 * draws the Turret
151*/
152void Turret::draw () const
153{
154  /* draw gun body */
155  glMatrixMode(GL_MODELVIEW);
156  glPushMatrix();
157  glTranslatef (this->getAbsCoor ().x,
158                this->getAbsCoor ().y,
159                this->getAbsCoor ().z);
160  Vector tmpRot = this->getAbsDir().getSpacialAxis();
161  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
162
163  this->model->draw();
164  glPopMatrix();
165}
166
Note: See TracBrowser for help on using the repository browser.