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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/turret.cc @ 5001

Last change on this file since 5001 was 5001, checked in by bensch, 19 years ago

orxonox/trunk: update-setRelDir works correctly now :)

File size: 3.9 KB
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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
16
17#include "turret.h"
18
19#include "weapon_manager.h"
20#include "test_bullet.h"
21
22#include "state.h"
23#include "vector.h"
24#include "list.h"
25#include "animation3d.h"
26#include "sound_engine.h"
27
28#include "fast_factory.h"
29
30CREATE_FACTORY(Turret);
31
32using namespace std;
33
34
35/**
36 *  standard constructor
37
38   creates a new weapon
39*/
40Turret::Turret (WeaponManager* weaponManager)
41  : Weapon(weaponManager)
42{
43  this->init();
44
45  this->loadModel("models/guns/turret1.obj");
46
47
48  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
49  this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
50  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
51}
52
53
54Turret::Turret(const TiXmlElement* root)
55{
56  this->init();
57  this->loadParams(root);
58}
59
60/**
61 *  standard deconstructor
62*/
63Turret::~Turret ()
64{
65  // model will be deleted from WorldEntity-destructor
66}
67
68void Turret::init()
69{
70  this->setClassID(CL_TURRET, "Turret");
71
72  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
73  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
74
75  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
76  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
77  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
78  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
79
80  animation1->setInfinity(ANIM_INF_CONSTANT);
81  animation2->setInfinity(ANIM_INF_CONSTANT);
82
83  this->setStateDuration(WS_SHOOTING, .4);
84  this->setStateDuration(WS_RELOADING, 2);
85  this->setStateDuration(WS_ACTIVATING, .4);
86  this->setStateDuration(WS_DEACTIVATING, .4);
87
88  this->setMaximumEnergy(1000, 10);
89  this->increaseEnergy(100);
90  //this->minCharge = 2;
91
92
93  this->setProjectile(CL_TEST_BULLET);
94
95
96  this->setEmissionPoint(1.684, 0.472, 0);
97  //this->getProjectileFactory()->prepare(100);
98
99
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->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->setAbsDir(quat);
129}
130
131void Turret::fire()
132{
133  Projectile* pj =  dynamic_cast<Projectile*>(this->getProjectileFactory()->resurrect());
134
135  PNode* target = this->getWeaponManager()->getFixedTarget();
136
137  if (target != NULL)
138  {
139    pj->setVelocity(this->getVelocity()+(target->getAbsCoor() - this->getAbsCoor())*.5);//this->getVelocity());
140    pj->setAbsDir(this->getAbsDir());
141  }
142  else
143    pj->setVelocity(target->getVelocity());
144
145
146  pj->setAbsCoor(this->getEmissionPoint());
147  pj->setAbsDir(this->getAbsDir());
148  State::getWorldEntityList()->add(pj);
149}
150
151
152void Turret::destroy ()
153{}
154
155/**
156 * draws the Turret
157*/
158void Turret::draw ()
159{
160  this->getWeaponManager()->getFixedTarget()->debugDraw(10);
161
162  /* draw gun body */
163  glMatrixMode(GL_MODELVIEW);
164  glPushMatrix();
165  glTranslatef (this->getAbsCoor ().x,
166                this->getAbsCoor ().y,
167                this->getAbsCoor ().z);
168  Vector tmpRot = this->getAbsDir().getSpacialAxis();
169  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
170
171  this->model->draw();
172  glPopMatrix();
173}
174
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