1 | /* |
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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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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: |
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14 | */ |
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15 | |
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16 | |
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17 | #include "turret.h" |
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18 | |
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19 | #include "weapon_manager.h" |
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20 | #include "test_bullet.h" |
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21 | |
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22 | #include "state.h" |
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23 | #include "vector.h" |
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24 | #include "list.h" |
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25 | #include "animation3d.h" |
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26 | #include "sound_engine.h" |
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27 | |
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28 | #include "fast_factory.h" |
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29 | |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | |
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34 | /** |
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35 | * standard constructor |
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36 | |
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37 | creates a new weapon |
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38 | */ |
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39 | Turret::Turret (WeaponManager* weaponManager) |
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40 | : Weapon(weaponManager) |
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41 | { |
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42 | this->setClassID(CL_TURRET, "Turret"); |
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43 | |
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44 | this->model = (Model*)ResourceManager::getInstance()->load("models/turret1.obj", OBJ, RP_CAMPAIGN); |
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45 | this->leftRight = leftRight; |
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46 | |
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47 | /* this->objectComponent1 = new PNode(); |
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48 | Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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49 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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50 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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51 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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52 | this->addChild(this->objectComponent1, PNODE_ALL); |
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53 | |
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54 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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55 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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56 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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57 | if( this->leftRight == W_LEFT) |
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58 | { |
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59 | this->setEmissionPoint(1.0, 0.0, -0.35); |
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60 | |
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61 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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62 | animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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63 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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64 | |
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65 | animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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66 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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67 | |
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68 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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69 | animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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70 | } |
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71 | else if( this->leftRight == W_RIGHT) |
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72 | { |
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73 | this->setEmissionPoint(1.0, 0.0, 0.5); |
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74 | |
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75 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
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76 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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77 | animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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78 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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79 | |
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80 | animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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81 | animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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82 | |
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83 | animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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84 | animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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85 | }*/ |
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86 | |
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87 | // ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p); |
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88 | //ObjectManager::getInstance()->debug(); |
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89 | |
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90 | this->setStateDuration(WS_SHOOTING, .4); |
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91 | this->setStateDuration(WS_RELOADING, 1); |
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92 | this->setStateDuration(WS_ACTIVATING, .4); |
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93 | this->setStateDuration(WS_DEACTIVATING, .4); |
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94 | |
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95 | this->setMaximumEnergy(1000, 10); |
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96 | this->increaseEnergy(100); |
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97 | //this->minCharge = 2; |
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98 | |
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99 | this->setActionSound(WA_SHOOT, "sound/shot1.wav"); |
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100 | |
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101 | this->setProjectile(CL_TEST_BULLET); |
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102 | //this->getProjectileFactory()->prepare(100); |
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103 | } |
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104 | |
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105 | |
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106 | /** |
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107 | * standard deconstructor |
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108 | */ |
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109 | Turret::~Turret () |
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110 | { |
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111 | // model will be deleted from WorldEntity-destructor |
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112 | } |
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113 | |
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114 | |
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115 | /** |
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116 | * this activates the weapon |
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117 | |
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118 | This is needed, since there can be more than one weapon on a ship. the |
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119 | activation can be connected with an animation. for example the weapon is |
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120 | been armed out. |
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121 | */ |
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122 | void Turret::activate() |
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123 | { |
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124 | } |
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125 | |
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126 | |
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127 | /** |
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128 | * this deactivates the weapon |
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129 | |
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130 | This is needed, since there can be more than one weapon on a ship. the |
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131 | activation can be connected with an animation. for example the weapon is |
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132 | been armed out. |
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133 | */ |
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134 | void Turret::deactivate() |
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135 | { |
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136 | } |
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137 | |
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138 | |
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139 | /** |
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140 | * fires the weapon |
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141 | |
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142 | this is called from the player.cc, when fire-button is been pushed |
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143 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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144 | */ |
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145 | void Turret::fire() |
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146 | { |
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147 | Projectile* pj = dynamic_cast<Projectile*>(this->getProjectileFactory()->resurrect()); |
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148 | |
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149 | PNode* target = this->getWeaponManager()->getFixedTarget(); |
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150 | |
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151 | if (target != NULL) |
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152 | { |
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153 | pj->setVelocity(this->getVelocity()+(target->getAbsCoor() - this->getAbsCoor())*.5);//this->getVelocity()); |
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154 | } |
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155 | else |
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156 | pj->setVelocity(target->getVelocity()); |
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157 | |
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158 | |
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159 | pj->setAbsCoor(this->getEmissionPoint()); |
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160 | pj->setAbsDir(this->getAbsDir()); |
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161 | State::getWorldEntityList()->add(pj); |
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162 | } |
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163 | |
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164 | |
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165 | /** |
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166 | * is called, when the weapon is destroyed |
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167 | |
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168 | this is in conjunction with the hit function, so when a weapon is able to get |
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169 | hit, it can also be destoryed. |
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170 | */ |
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171 | void Turret::destroy () |
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172 | {} |
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173 | |
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174 | /** |
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175 | * this will draw the weapon |
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176 | */ |
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177 | void Turret::draw () |
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178 | { |
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179 | this->getWeaponManager()->getFixedTarget()->debugDraw(10); |
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180 | |
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181 | /* draw gun body */ |
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182 | glMatrixMode(GL_MODELVIEW); |
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183 | glPushMatrix(); |
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184 | float matrix[4][4]; |
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185 | glTranslatef (this->getAbsCoor ().x, |
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186 | this->getAbsCoor ().y, |
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187 | this->getAbsCoor ().z); |
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188 | this->getAbsDir ().matrix (matrix); |
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189 | glMultMatrixf((float*)matrix); |
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190 | |
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191 | this->model->draw(); |
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192 | glPopMatrix(); |
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193 | } |
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194 | |
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