[6443] | 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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "helicopter.h" |
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| 20 | |
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| 21 | #include "weapons/weapon_manager.h" |
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| 22 | #include "weapons/test_gun.h" |
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| 23 | #include "weapons/turret.h" |
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| 24 | #include "weapons/cannon.h" |
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| 25 | |
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| 26 | #include "factory.h" |
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| 27 | #include "key_mapper.h" |
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| 28 | #include "event_handler.h" |
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| 29 | #include "state.h" |
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| 30 | |
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| 31 | #include "graphics_engine.h" |
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| 32 | |
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| 33 | using namespace std; |
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| 34 | |
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| 35 | CREATE_FACTORY(Helicopter, CL_HELICOPTER); |
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| 36 | |
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| 37 | /** |
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| 38 | * creates the controlable Spaceship |
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| 39 | */ |
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| 40 | Helicopter::Helicopter() |
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| 41 | { |
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| 42 | this->init(); |
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| 43 | } |
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| 44 | |
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| 45 | /** |
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| 46 | * destructs the spaceship, deletes alocated memory |
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| 47 | */ |
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| 48 | Helicopter::~Helicopter () |
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| 49 | { |
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| 50 | } |
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| 51 | |
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| 52 | /** |
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| 53 | * loads a Spaceships information from a specified file. |
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| 54 | * @param fileName the name of the File to load the spaceship from (absolute path) |
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| 55 | */ |
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| 56 | Helicopter::Helicopter(const char* fileName) |
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| 57 | { |
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| 58 | this->init(); |
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| 59 | TiXmlDocument doc(fileName); |
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| 60 | |
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| 61 | if(!doc.LoadFile()) |
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| 62 | { |
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| 63 | PRINTF(2)("Loading file %s failed for Helicopter.\n", fileName); |
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| 64 | return; |
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| 65 | } |
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| 66 | |
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| 67 | this->loadParams(doc.RootElement()); |
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| 68 | } |
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| 69 | |
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| 70 | /** |
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| 71 | * creates a new Spaceship from Xml Data |
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| 72 | * @param root the xml element containing spaceship data |
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| 73 | |
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| 74 | @todo add more parameters to load |
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| 75 | */ |
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| 76 | Helicopter::Helicopter(const TiXmlElement* root) |
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| 77 | { |
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| 78 | this->init(); |
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| 79 | if (root != NULL) |
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| 80 | this->loadParams(root); |
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| 81 | |
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| 82 | //weapons: |
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| 83 | Weapon* wpRight = new TestGun(0); |
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| 84 | wpRight->setName("testGun Right"); |
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| 85 | Weapon* wpLeft = new TestGun(1); |
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| 86 | wpLeft->setName("testGun Left"); |
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| 87 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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| 88 | |
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| 89 | cannon->setName("BFG"); |
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| 90 | |
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| 91 | this->addWeapon(wpLeft, 1, 0); |
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| 92 | this->addWeapon(wpRight,1 ,1); |
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| 93 | this->addWeapon(cannon, 0, 6); |
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| 94 | |
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| 95 | //this->addWeapon(turret, 3, 0); |
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| 96 | |
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| 97 | this->getWeaponManager()->changeWeaponConfig(1); |
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| 98 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 99 | } |
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| 100 | |
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| 101 | |
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| 102 | /** |
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| 103 | * initializes a Helicopter |
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| 104 | */ |
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| 105 | void Helicopter::init() |
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| 106 | { |
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| 107 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 108 | this->setClassID(CL_HELICOPTER, "Helicopter"); |
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| 109 | |
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| 110 | PRINTF(4)("SPACESHIP INIT\n"); |
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| 111 | |
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| 112 | this->loadModel("models/ships/helicopter_#.obj", 1.0); |
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| 113 | |
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| 114 | EventHandler::getInstance()->grabEvents(true); |
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| 115 | |
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| 116 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; |
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| 117 | bFire = false; |
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| 118 | xMouse = yMouse = 0; |
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| 119 | mouseSensitivity = 0.001; |
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| 120 | rotorspeed = 1; |
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| 121 | tailrotorspeed = 0; |
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| 122 | |
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| 123 | cycle = 0.0; |
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| 124 | |
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| 125 | |
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| 126 | travelSpeed = 15.0; |
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| 127 | this->velocity = Vector(0.0,0.0,0.0); |
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| 128 | this->velocityDir = Vector(1.0,0.0,0.0); |
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| 129 | |
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| 130 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 131 | // button->show(); |
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| 132 | // button->setLabel("orxonox"); |
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| 133 | // button->setBindNode(this); |
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| 134 | |
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| 135 | //add events to the eventlist |
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| 136 | registerEvent(SDLK_w); |
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| 137 | registerEvent(SDLK_s); |
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| 138 | registerEvent(SDLK_a); |
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| 139 | registerEvent(SDLK_d); |
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| 140 | registerEvent(SDLK_q); |
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| 141 | registerEvent(SDLK_e); |
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| 142 | registerEvent(SDLK_c); |
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| 143 | registerEvent(KeyMapper::PEV_FIRE1); |
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| 144 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 145 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 146 | registerEvent(SDLK_PAGEUP); |
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| 147 | registerEvent(SDLK_PAGEDOWN); |
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| 148 | registerEvent(EV_MOUSE_MOTION); |
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| 149 | |
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| 150 | this->getWeaponManager()->setSlotCount(7); |
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| 151 | |
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| 152 | this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 153 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 154 | |
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| 155 | this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 156 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 157 | |
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| 158 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 159 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 160 | |
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| 161 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 162 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 163 | |
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| 164 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 165 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 166 | |
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| 167 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 168 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 169 | // |
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| 170 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 171 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 172 | // |
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| 173 | // this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 174 | // this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 175 | // |
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| 176 | // this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 177 | // this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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| 178 | |
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| 179 | this->getWeaponManager()->getFixedTarget()->setParent(this); |
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| 180 | this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0); |
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| 181 | |
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| 182 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 183 | |
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| 184 | } |
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| 185 | |
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| 186 | /** |
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| 187 | * loads the Settings of a Helicopter from an XML-element. |
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| 188 | * @param root the XML-element to load the Spaceship's properties from |
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| 189 | */ |
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| 190 | void Helicopter::loadParams(const TiXmlElement* root) |
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| 191 | { |
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[6512] | 192 | WorldEntity::loadParams(root); |
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[6443] | 193 | } |
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| 194 | |
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| 195 | |
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| 196 | |
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| 197 | |
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| 198 | void Helicopter::enter() |
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| 199 | { |
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| 200 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); |
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| 201 | this->attachCamera(); |
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| 202 | |
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| 203 | |
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| 204 | } |
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| 205 | |
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| 206 | void Helicopter::leave() |
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| 207 | { |
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| 208 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 209 | this->detachCamera(); |
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| 210 | |
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| 211 | } |
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| 212 | |
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| 213 | |
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| 214 | /** |
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| 215 | * effect that occurs after the Helicopter is spawned |
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| 216 | */ |
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| 217 | void Helicopter::postSpawn () |
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| 218 | { |
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| 219 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 220 | } |
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| 221 | |
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| 222 | /** |
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| 223 | * the action occuring if the spaceship left the game |
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| 224 | */ |
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| 225 | void Helicopter::leftWorld () |
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| 226 | {} |
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| 227 | |
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| 228 | /** |
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| 229 | * this function is called, when two entities collide |
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| 230 | * @param entity: the world entity with whom it collides |
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| 231 | * |
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| 232 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 233 | */ |
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| 234 | void Helicopter::collidesWith(WorldEntity* entity, const Vector& location) |
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| 235 | { |
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| 236 | if (entity->isA(CL_TURRET_POWER_UP)) |
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| 237 | { |
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| 238 | this->ADDWEAPON(); |
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| 239 | } |
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| 240 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 241 | } |
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| 242 | |
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| 243 | |
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| 244 | |
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| 245 | /** |
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| 246 | * the function called for each passing timeSnap |
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| 247 | * @param time The timespan passed since last update |
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| 248 | */ |
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| 249 | void Helicopter::tick (float time) |
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| 250 | { |
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| 251 | tailrotorspeed += xMouse/20; |
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| 252 | if (tailrotorspeed >= 0.07) tailrotorspeed = 0.07; |
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| 253 | else if (tailrotorspeed <= -0.07) tailrotorspeed = -0.07; |
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| 254 | |
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| 255 | if (tailrotorspeed > 0.0008) tailrotorspeed -= 0.001; |
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| 256 | else if (tailrotorspeed < -0.0008) tailrotorspeed += 0.001; |
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| 257 | if (tailrotorspeed <= 0.001 && tailrotorspeed >= -0.001) tailrotorspeed = 0; |
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| 258 | |
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| 259 | // spaceship controlled movement |
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| 260 | this->calculateVelocity(time); |
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| 261 | |
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| 262 | Vector move = (velocity); |
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| 263 | |
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| 264 | // this is the air friction (necessary for a smooth control) |
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| 265 | if(velocity.len() != 0) velocity -= velocity*0.1; |
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| 266 | |
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| 267 | //physics: Gravity |
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| 268 | this->shiftCoor(Vector(0,-1,0)); |
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| 269 | |
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| 270 | this->shiftCoor(getAbsDirY()*rotorspeed); |
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| 271 | |
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| 272 | //hoover effect |
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| 273 | cycle += time; |
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| 274 | this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
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| 275 | |
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| 276 | //readjust |
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| 277 | // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
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| 278 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
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| 279 | |
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| 280 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
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| 281 | |
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| 282 | this->shiftCoor (move); |
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| 283 | this->shiftDir(Quaternion(-M_PI/4*tailrotorspeed, Vector(0,1,0))); |
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| 284 | |
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| 285 | this->getWeaponManager()->tick(time); |
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| 286 | // weapon system manipulation |
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| 287 | this->weaponAction(); |
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| 288 | } |
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| 289 | |
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| 290 | /** |
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| 291 | * calculate the velocity |
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| 292 | * @param time the timeslice since the last frame |
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| 293 | */ |
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| 294 | void Helicopter::calculateVelocity (float time) |
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| 295 | { |
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| 296 | Vector accel(0.0, 0.0, 0.0); |
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| 297 | Vector rot(0.0, 0.0, 0.0); |
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| 298 | float rotVal = 0.0; |
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| 299 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 300 | /* calculate the direction in which the craft is heading */ |
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| 301 | |
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| 302 | if( this->bUp ) |
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| 303 | { |
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| 304 | //this->shiftCoor(this->getAbsDirX()); |
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| 305 | //accel -= this->getAbsDirY(); |
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| 306 | rot += Vector (0,0,1); |
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| 307 | rotVal -= time/5; |
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| 308 | } |
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| 309 | else |
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| 310 | { |
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| 311 | if(this->getAbsDirX().y < -.02) this->shiftDir(Quaternion(time/8, Vector(0,0,1))); |
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| 312 | } |
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| 313 | |
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| 314 | if( this->bDown ) |
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| 315 | { |
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| 316 | //this->shiftCoor((this->getAbsDirX())*-1); |
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| 317 | //accel -= this->getAbsDirY(); |
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| 318 | rot += Vector (0,0,1); |
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| 319 | rotVal += time/5; |
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| 320 | } |
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| 321 | else |
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| 322 | { |
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| 323 | if(this->getAbsDirX().y > 0.02) this->shiftDir(Quaternion(-time/8, Vector(0,0,1))); |
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| 324 | } |
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| 325 | |
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| 326 | if( this->bLeft /* > -this->getRelCoor().z*2*/) |
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| 327 | { |
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| 328 | //this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 329 | //accel -= this->getAbsDirY(); |
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| 330 | //velocityDir.normalize(); |
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| 331 | rot += Vector(1,0,0); |
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| 332 | rotVal -= time/5; |
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| 333 | } |
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| 334 | else |
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| 335 | { |
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| 336 | if(this->getAbsDirZ().y > 0.02) this->shiftDir(Quaternion(time/5, Vector(1,0,0))); |
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| 337 | } |
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| 338 | |
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| 339 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 340 | { |
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| 341 | //this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 342 | accel += this->getAbsDirY(); |
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| 343 | //velocityDir.normalize(); |
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| 344 | rot += Vector(1,0,0); |
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| 345 | rotVal += time/5; |
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| 346 | } |
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| 347 | else |
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| 348 | { |
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| 349 | if(this->getAbsDirZ().y < -0.02) this->shiftDir(Quaternion(-time/5, Vector(1,0,0))); |
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| 350 | } |
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| 351 | |
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| 352 | if( this->bRollL /* > -this->getRelCoor().z*2*/) |
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| 353 | { |
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| 354 | this->shiftDir(Quaternion(-time, Vector(1,0,0))); |
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| 355 | //accel -= rightDirection; |
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| 356 | //velocityDir.normalize(); |
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| 357 | //rot +=Vector(1,0,0); |
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| 358 | //rotVal -= .4; |
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| 359 | } |
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| 360 | if( this->bRollR /* > this->getRelCoor().z*2*/) |
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| 361 | { |
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| 362 | this->shiftDir(Quaternion(time, Vector(1,0,0))); |
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| 363 | |
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| 364 | //accel += rightDirection; |
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| 365 | //velocityDir.normalize(); |
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| 366 | //rot += Vector(1,0,0); |
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| 367 | //rotVal += .4; |
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| 368 | } |
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| 369 | if (this->bAscend ) |
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| 370 | { |
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| 371 | //this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 372 | |
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| 373 | rotorspeed += 0.05; |
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| 374 | if (rotorspeed >= 2) rotorspeed = 2; |
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| 375 | //velocityDir.normalize(); |
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| 376 | //rot += Vector(0,0,1); |
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| 377 | //rotVal += .4; |
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| 378 | } |
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| 379 | else |
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| 380 | { |
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| 381 | if(rotorspeed >= 1.05) rotorspeed -= 0.05; |
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| 382 | } |
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| 383 | |
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| 384 | if (this->bDescend ) |
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| 385 | { |
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| 386 | //this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 387 | |
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| 388 | rotorspeed -= 0.05; |
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| 389 | if (rotorspeed <= 0) rotorspeed = 0; |
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| 390 | //velocityDir.normalize(); |
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| 391 | //rot += Vector(0,0,1); |
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| 392 | //rotVal -= .4; |
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| 393 | } |
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| 394 | else |
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| 395 | { |
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| 396 | if(rotorspeed <= 0.05) rotorspeed += 0.05; |
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| 397 | } |
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| 398 | |
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| 399 | //velocity += accel; |
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| 400 | rot.normalize(); |
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| 401 | this->shiftDir(Quaternion(rotVal, rot)); |
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| 402 | } |
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| 403 | |
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| 404 | |
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| 405 | void Helicopter::draw() const |
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| 406 | { |
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| 407 | WorldEntity::draw(); |
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| 408 | |
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| 409 | this->getWeaponManager()->draw(); |
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| 410 | } |
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| 411 | |
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| 412 | |
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| 413 | /** |
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| 414 | * weapon manipulation by the player |
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| 415 | */ |
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| 416 | void Helicopter::weaponAction() |
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| 417 | { |
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| 418 | if( this->bFire) |
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| 419 | { |
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| 420 | this->getWeaponManager()->fire(); |
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| 421 | } |
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| 422 | } |
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| 423 | |
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| 424 | /** |
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| 425 | * @todo switch statement ?? |
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| 426 | */ |
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| 427 | void Helicopter::process(const Event &event) |
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| 428 | { |
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| 429 | |
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| 430 | |
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| 431 | if( event.type == SDLK_a) |
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| 432 | this->bLeft = event.bPressed; |
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| 433 | else if( event.type == SDLK_d) |
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| 434 | this->bRight = event.bPressed; |
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| 435 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 436 | this->bFire = event.bPressed; |
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| 437 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 438 | this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 439 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 440 | this->getWeaponManager()->previousWeaponConfig(); |
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| 441 | else if( event.type == SDLK_e) |
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| 442 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 443 | else if( event.type == SDLK_c) |
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| 444 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 445 | else if( event.type == SDLK_w) |
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| 446 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 447 | else if( event.type == SDLK_s) |
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| 448 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 449 | else if( event.type == EV_MOUSE_MOTION) |
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| 450 | { |
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| 451 | this->xMouse = event.xRel*mouseSensitivity; |
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| 452 | this->yMouse = event.yRel*mouseSensitivity; |
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| 453 | |
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| 454 | //this->shiftDir(Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1))); |
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| 455 | } |
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| 456 | } |
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| 457 | |
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| 458 | #include "weapons/aiming_turret.h" |
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| 459 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 460 | void Helicopter::ADDWEAPON() |
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| 461 | { |
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| 462 | Weapon* turret = NULL; |
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| 463 | |
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| 464 | if ((float)rand()/RAND_MAX < .1) |
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| 465 | { |
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| 466 | //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) |
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| 467 | { |
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| 468 | turret = new Turret(); |
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| 469 | this->addWeapon(turret, 2); |
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| 470 | this->getWeaponManager()->changeWeaponConfig(2); |
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| 471 | } |
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| 472 | } |
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| 473 | else |
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| 474 | { |
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| 475 | //if (this->getWeaponManager()->hasFreeSlot(3)) |
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| 476 | { |
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| 477 | turret = new AimingTurret(); |
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| 478 | this->addWeapon(turret, 3); |
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| 479 | |
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| 480 | this->getWeaponManager()->changeWeaponConfig(3); |
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| 481 | } |
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| 482 | } |
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| 483 | |
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| 484 | if(turret != NULL) |
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| 485 | { |
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| 486 | turret->setName("Turret"); |
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| 487 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 488 | } |
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| 489 | } |
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