[4592] | 1 | /* |
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[3618] | 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific |
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[4963] | 12 | main-programmer: Benjamin Grauer |
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[4592] | 13 | co-programmer: |
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[3618] | 14 | */ |
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| 15 | |
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| 16 | |
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[4963] | 17 | #include "turret.h" |
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[3618] | 18 | |
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[4963] | 19 | #include "weapon_manager.h" |
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[3710] | 20 | #include "test_bullet.h" |
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[3618] | 21 | |
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[4829] | 22 | #include "state.h" |
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[3618] | 23 | #include "vector.h" |
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[3629] | 24 | #include "list.h" |
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[3851] | 25 | #include "animation3d.h" |
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[4504] | 26 | #include "sound_engine.h" |
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[3618] | 27 | |
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[4940] | 28 | #include "fast_factory.h" |
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[4287] | 29 | |
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[4931] | 30 | |
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[3618] | 31 | using namespace std; |
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| 32 | |
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| 33 | |
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| 34 | /** |
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[4836] | 35 | * standard constructor |
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[3618] | 36 | |
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| 37 | creates a new weapon |
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| 38 | */ |
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[4963] | 39 | Turret::Turret (WeaponManager* weaponManager) |
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[4955] | 40 | : Weapon(weaponManager) |
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[3683] | 41 | { |
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[4963] | 42 | this->setClassID(CL_TURRET, "Turret"); |
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[4597] | 43 | |
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[4963] | 44 | this->model = (Model*)ResourceManager::getInstance()->load("models/turret1.obj", OBJ, RP_CAMPAIGN); |
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[3752] | 45 | |
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[4964] | 46 | Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); |
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| 47 | Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); |
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[3755] | 48 | |
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[4964] | 49 | animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 50 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 51 | animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 52 | animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 53 | |
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[4893] | 54 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 55 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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[3888] | 56 | |
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[4906] | 57 | this->setStateDuration(WS_SHOOTING, .4); |
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[4964] | 58 | this->setStateDuration(WS_RELOADING, 2); |
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[4910] | 59 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 60 | this->setStateDuration(WS_DEACTIVATING, .4); |
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[4885] | 61 | |
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[4930] | 62 | this->setMaximumEnergy(1000, 10); |
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[4927] | 63 | this->increaseEnergy(100); |
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| 64 | //this->minCharge = 2; |
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[4885] | 65 | |
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| 66 | this->setActionSound(WA_SHOOT, "sound/shot1.wav"); |
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[4967] | 67 | this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); |
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| 68 | this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); |
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[4934] | 69 | |
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[4947] | 70 | this->setProjectile(CL_TEST_BULLET); |
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[4964] | 71 | |
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| 72 | this->setEmissionPoint(1.684, 0.472, 0); |
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[4948] | 73 | //this->getProjectileFactory()->prepare(100); |
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[3683] | 74 | } |
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[3618] | 75 | |
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| 76 | |
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| 77 | /** |
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[4836] | 78 | * standard deconstructor |
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[3618] | 79 | */ |
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[4963] | 80 | Turret::~Turret () |
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[3618] | 81 | { |
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| 82 | // model will be deleted from WorldEntity-destructor |
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| 83 | } |
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| 84 | |
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[4963] | 85 | void Turret::activate() |
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[3980] | 86 | { |
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| 87 | } |
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[3618] | 88 | |
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[4963] | 89 | void Turret::deactivate() |
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[3980] | 90 | { |
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| 91 | } |
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[3618] | 92 | |
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[4964] | 93 | void Turret::tick(float dt) |
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| 94 | { |
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| 95 | Vector direction = this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor(); |
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| 96 | direction.normalize(); |
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[4966] | 97 | Quaternion quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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[3618] | 98 | |
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[4965] | 99 | this->setAbsDir(quat); |
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[4964] | 100 | } |
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| 101 | |
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[3618] | 102 | /** |
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[4836] | 103 | * fires the weapon |
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[4592] | 104 | |
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[3618] | 105 | this is called from the player.cc, when fire-button is been pushed |
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| 106 | */ |
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[4963] | 107 | void Turret::fire() |
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[3620] | 108 | { |
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[4947] | 109 | Projectile* pj = dynamic_cast<Projectile*>(this->getProjectileFactory()->resurrect()); |
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[3888] | 110 | |
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[4955] | 111 | PNode* target = this->getWeaponManager()->getFixedTarget(); |
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| 112 | |
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| 113 | if (target != NULL) |
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| 114 | { |
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[4959] | 115 | pj->setVelocity(this->getVelocity()+(target->getAbsCoor() - this->getAbsCoor())*.5);//this->getVelocity()); |
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[4964] | 116 | pj->setAbsDir(this->getAbsDir()); |
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[4955] | 117 | } |
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| 118 | else |
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| 119 | pj->setVelocity(target->getVelocity()); |
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| 120 | |
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| 121 | |
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[4927] | 122 | pj->setAbsCoor(this->getEmissionPoint()); |
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[3708] | 123 | pj->setAbsDir(this->getAbsDir()); |
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[4829] | 124 | State::getWorldEntityList()->add(pj); |
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[3620] | 125 | } |
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[3618] | 126 | |
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| 127 | |
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| 128 | /** |
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[4836] | 129 | * is called, when the weapon is destroyed |
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[3618] | 130 | |
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| 131 | this is in conjunction with the hit function, so when a weapon is able to get |
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| 132 | hit, it can also be destoryed. |
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| 133 | */ |
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[4963] | 134 | void Turret::destroy () |
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[3618] | 135 | {} |
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| 136 | |
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| 137 | /** |
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[4836] | 138 | * this will draw the weapon |
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[3618] | 139 | */ |
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[4963] | 140 | void Turret::draw () |
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[3750] | 141 | { |
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[4955] | 142 | this->getWeaponManager()->getFixedTarget()->debugDraw(10); |
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| 143 | |
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[3886] | 144 | /* draw gun body */ |
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[3750] | 145 | glMatrixMode(GL_MODELVIEW); |
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| 146 | glPushMatrix(); |
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| 147 | float matrix[4][4]; |
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[4592] | 148 | glTranslatef (this->getAbsCoor ().x, |
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| 149 | this->getAbsCoor ().y, |
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| 150 | this->getAbsCoor ().z); |
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[3886] | 151 | this->getAbsDir ().matrix (matrix); |
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| 152 | glMultMatrixf((float*)matrix); |
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[3752] | 153 | |
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[4963] | 154 | this->model->draw(); |
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[3750] | 155 | glPopMatrix(); |
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| 156 | } |
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[3618] | 157 | |
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