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source: orxonox.OLD/trunk/src/world_entities/weapons/aiming_turret.cc @ 7221

Last change on this file since 7221 was 7221, checked in by bensch, 18 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 4.2 KB
RevLine 
[4592]1/*
[3618]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
[4963]12   main-programmer: Benjamin Grauer
[4592]13   co-programmer:
[3618]14*/
[5357]15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[3618]16
[5527]17#include "aiming_turret.h"
[3618]18
[4963]19#include "weapon_manager.h"
[5559]20#include "aim.h"
[6434]21#include "world_entities/projectiles/projectile.h"
[3618]22
[5511]23#include "model.h"
24
[3851]25#include "animation3d.h"
[3618]26
[7193]27#include "util/loading/factory.h"
[4287]28
[5622]29CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET);
[4931]30
[3618]31using namespace std;
32
33
34/**
[4836]35 *  standard constructor
[3618]36
37   creates a new weapon
38*/
[5745]39AimingTurret::AimingTurret ()
40  : Weapon()
[3683]41{
[4973]42  this->init();
[5559]43  this->loadModel("models/guns/turret2.obj");
[4973]44}
45
46
[5527]47AimingTurret::AimingTurret(const TiXmlElement* root)
[4973]48{
49  this->init();
50  this->loadParams(root);
51}
52
53/**
54 *  standard deconstructor
55*/
[5527]56AimingTurret::~AimingTurret ()
[4973]57{
58  // model will be deleted from WorldEntity-destructor
[5574]59//  delete this->target;
[4973]60}
61
[5527]62void AimingTurret::init()
[4973]63{
[5527]64  this->setClassID(CL_AIMING_TURRET, "AimingTurret");
[4973]65
[4964]66  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
67  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
[3755]68
[4964]69  animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
70  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
71  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
72  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
73
[4893]74  animation1->setInfinity(ANIM_INF_CONSTANT);
75  animation2->setInfinity(ANIM_INF_CONSTANT);
[3888]76
[6760]77  this->setStateDuration(WS_SHOOTING, .9);
[5064]78  this->setStateDuration(WS_RELOADING, .1);
[4910]79  this->setStateDuration(WS_ACTIVATING, .4);
80  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]81
[6671]82  this->setEnergyMax(10000);
[5064]83  this->increaseEnergy(100000);
[4885]84
[5441]85  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET);
[7070]86  this->setProjectileType(CL_GUIDED_MISSILE);
[4964]87
[4973]88
[4964]89  this->setEmissionPoint(1.684, 0.472, 0);
[4948]90  //this->getProjectileFactory()->prepare(100);
[5527]91
[5567]92  this->target = new Aim(this);
[5560]93  this->target->setVisibility(false);
[6760]94  this->target->setRange(400);
95  this->target->setAngle(M_PI_2);
[7070]96
97  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_3.wav");
98  this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav");
99  this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
100
[3683]101}
[3618]102
[5527]103void AimingTurret::loadParams(const TiXmlElement* root)
[4973]104{
[6512]105  Weapon::loadParams(root);
[3618]106
107}
108
[5527]109void AimingTurret::activate()
[3980]110{
[5560]111  this->target->setVisibility(true);
[3980]112}
[3618]113
[5527]114void AimingTurret::deactivate()
[3980]115{
[5560]116  this->target->setVisibility(false);
[3980]117}
[3618]118
[5527]119void AimingTurret::tick(float dt)
[4964]120{
[6738]121  if (!Weapon::tickW(dt))
122    return;
[5001]123  Quaternion quat;
[5527]124  Vector direction = this->target->getAbsCoor() - this->getAbsCoor();
[5001]125
[4964]126  direction.normalize();
[5001]127
[4969]128  if (likely (this->getParent() != NULL))
[5001]129    quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
[4969]130  else
[5001]131    quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ;
132
[5559]133  this->setAbsDirSoft(quat, 5);
134
135  this->target->tick(dt);
[4964]136}
137
[5527]138void AimingTurret::fire()
[3620]139{
[5356]140  Projectile* pj = this->getProjectile();
141  if (pj == NULL)
142    return;
[3888]143
[5915]144  pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13)
[5440]145            /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity());
[4955]146
[6074]147  pj->setParent(PNode::getNullParent());
[4927]148  pj->setAbsCoor(this->getEmissionPoint());
[3708]149  pj->setAbsDir(this->getAbsDir());
[5443]150  pj->activate();
[3620]151}
[3618]152
[5527]153void AimingTurret::destroy ()
[3618]154{}
155
156/**
[5527]157 * draws the AimingTurret
[3618]158*/
[5527]159void AimingTurret::draw () const
[3750]160{
[3886]161  /* draw gun body */
[3750]162  glMatrixMode(GL_MODELVIEW);
163  glPushMatrix();
[4592]164  glTranslatef (this->getAbsCoor ().x,
165                this->getAbsCoor ().y,
166                this->getAbsCoor ().z);
[5000]167  Vector tmpRot = this->getAbsDir().getSpacialAxis();
168  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]169
[7221]170  if (this->getModel())
171    this->getModel()->draw();
[3750]172  glPopMatrix();
173}
[3618]174
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