[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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[4973] | 30 | CREATE_FACTORY(Turret); |
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[4931] | 31 | |
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[3618] | 32 | using namespace std; |
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| 33 | |
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| 34 | |
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| 35 | /** |
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[4836] | 36 | * standard constructor |
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[3618] | 37 | |
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| 38 | creates a new weapon |
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| 39 | */ |
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[4963] | 40 | Turret::Turret (WeaponManager* weaponManager) |
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[4955] | 41 | : Weapon(weaponManager) |
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[3683] | 42 | { |
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[4973] | 43 | this->init(); |
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[4597] | 44 | |
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[4982] | 45 | this->loadModel("models/guns/turret1.obj"); |
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[3752] | 46 | |
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[4973] | 47 | |
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| 48 | this->setActionSound(WA_SHOOT, "sound/shot1.wav"); |
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| 49 | this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); |
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| 50 | this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); |
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| 51 | } |
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| 52 | |
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| 53 | |
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| 54 | Turret::Turret(const TiXmlElement* root) |
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| 55 | { |
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| 56 | this->init(); |
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| 57 | this->loadParams(root); |
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| 58 | } |
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| 59 | |
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| 60 | /** |
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| 61 | * standard deconstructor |
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| 62 | */ |
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| 63 | Turret::~Turret () |
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| 64 | { |
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| 65 | // model will be deleted from WorldEntity-destructor |
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| 66 | } |
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| 67 | |
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| 68 | void Turret::init() |
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| 69 | { |
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| 70 | this->setClassID(CL_TURRET, "Turret"); |
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| 71 | |
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[4964] | 72 | Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); |
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| 73 | Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); |
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[3755] | 74 | |
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[4964] | 75 | animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 76 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 77 | animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 78 | animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 79 | |
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[4893] | 80 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 81 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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[3888] | 82 | |
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[4906] | 83 | this->setStateDuration(WS_SHOOTING, .4); |
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[4964] | 84 | this->setStateDuration(WS_RELOADING, 2); |
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[4910] | 85 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 86 | this->setStateDuration(WS_DEACTIVATING, .4); |
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[4885] | 87 | |
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[4930] | 88 | this->setMaximumEnergy(1000, 10); |
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[4927] | 89 | this->increaseEnergy(100); |
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| 90 | //this->minCharge = 2; |
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[4885] | 91 | |
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[4934] | 92 | |
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[4947] | 93 | this->setProjectile(CL_TEST_BULLET); |
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[4964] | 94 | |
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[4973] | 95 | |
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[4964] | 96 | this->setEmissionPoint(1.684, 0.472, 0); |
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[4948] | 97 | //this->getProjectileFactory()->prepare(100); |
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[4973] | 98 | |
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| 99 | |
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[3683] | 100 | } |
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[3618] | 101 | |
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[4973] | 102 | void Turret::loadParams(const TiXmlElement* root) |
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| 103 | { |
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| 104 | static_cast<Weapon*>(this)->loadParams(root); |
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[3618] | 105 | |
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| 106 | } |
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| 107 | |
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[4963] | 108 | void Turret::activate() |
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[3980] | 109 | { |
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| 110 | } |
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[3618] | 111 | |
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[4963] | 112 | void Turret::deactivate() |
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[3980] | 113 | { |
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| 114 | } |
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[3618] | 115 | |
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[4964] | 116 | void Turret::tick(float dt) |
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| 117 | { |
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| 118 | Vector direction = this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor(); |
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| 119 | direction.normalize(); |
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[4969] | 120 | if (likely (this->getParent() != NULL)) |
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| 121 | { |
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| 122 | Quaternion quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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| 123 | this->setAbsDir(quat); |
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| 124 | } |
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| 125 | else |
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| 126 | { |
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| 127 | Quaternion quat = Quaternion(direction, this->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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| 128 | this->setAbsDir(quat); |
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| 129 | } |
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[4964] | 130 | } |
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| 131 | |
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[4963] | 132 | void Turret::fire() |
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[3620] | 133 | { |
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[4947] | 134 | Projectile* pj = dynamic_cast<Projectile*>(this->getProjectileFactory()->resurrect()); |
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[3888] | 135 | |
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[4955] | 136 | PNode* target = this->getWeaponManager()->getFixedTarget(); |
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| 137 | |
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| 138 | if (target != NULL) |
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| 139 | { |
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[4959] | 140 | pj->setVelocity(this->getVelocity()+(target->getAbsCoor() - this->getAbsCoor())*.5);//this->getVelocity()); |
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[4964] | 141 | pj->setAbsDir(this->getAbsDir()); |
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[4955] | 142 | } |
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| 143 | else |
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| 144 | pj->setVelocity(target->getVelocity()); |
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| 145 | |
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| 146 | |
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[4927] | 147 | pj->setAbsCoor(this->getEmissionPoint()); |
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[3708] | 148 | pj->setAbsDir(this->getAbsDir()); |
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[4829] | 149 | State::getWorldEntityList()->add(pj); |
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[3620] | 150 | } |
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[3618] | 151 | |
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| 152 | |
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[4963] | 153 | void Turret::destroy () |
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[3618] | 154 | {} |
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| 155 | |
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| 156 | /** |
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[4969] | 157 | * draws the Turret |
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[3618] | 158 | */ |
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[4963] | 159 | void Turret::draw () |
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[3750] | 160 | { |
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[4955] | 161 | this->getWeaponManager()->getFixedTarget()->debugDraw(10); |
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| 162 | |
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[3886] | 163 | /* draw gun body */ |
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[3750] | 164 | glMatrixMode(GL_MODELVIEW); |
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| 165 | glPushMatrix(); |
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| 166 | float matrix[4][4]; |
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[4592] | 167 | glTranslatef (this->getAbsCoor ().x, |
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| 168 | this->getAbsCoor ().y, |
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| 169 | this->getAbsCoor ().z); |
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[3886] | 170 | this->getAbsDir ().matrix (matrix); |
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| 171 | glMultMatrixf((float*)matrix); |
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[3752] | 172 | |
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[4963] | 173 | this->model->draw(); |
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[3750] | 174 | glPopMatrix(); |
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| 175 | } |
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[3618] | 176 | |
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