| 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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
|---|
| 16 |  | 
|---|
| 17 | #include "aiming_turret.h" | 
|---|
| 18 |  | 
|---|
| 19 | #include "weapon_manager.h" | 
|---|
| 20 | #include "aim.h" | 
|---|
| 21 | #include "projectile.h" | 
|---|
| 22 |  | 
|---|
| 23 | #include "model.h" | 
|---|
| 24 |  | 
|---|
| 25 | #include "null_parent.h" | 
|---|
| 26 |  | 
|---|
| 27 | #include "animation3d.h" | 
|---|
| 28 |  | 
|---|
| 29 | #include "factory.h" | 
|---|
| 30 |  | 
|---|
| 31 | CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET); | 
|---|
| 32 |  | 
|---|
| 33 | using namespace std; | 
|---|
| 34 |  | 
|---|
| 35 |  | 
|---|
| 36 | /** | 
|---|
| 37 |  *  standard constructor | 
|---|
| 38 |  | 
|---|
| 39 |    creates a new weapon | 
|---|
| 40 | */ | 
|---|
| 41 | AimingTurret::AimingTurret () | 
|---|
| 42 |   : Weapon() | 
|---|
| 43 | { | 
|---|
| 44 |   this->init(); | 
|---|
| 45 |  | 
|---|
| 46 |   this->loadModel("models/guns/turret2.obj"); | 
|---|
| 47 |  | 
|---|
| 48 |  | 
|---|
| 49 |   this->setActionSound(WA_SHOOT, "sound/shot1.wav"); | 
|---|
| 50 |   this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav"); | 
|---|
| 51 |   this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); | 
|---|
| 52 | } | 
|---|
| 53 |  | 
|---|
| 54 |  | 
|---|
| 55 | AimingTurret::AimingTurret(const TiXmlElement* root) | 
|---|
| 56 | { | 
|---|
| 57 |   this->init(); | 
|---|
| 58 |   this->loadParams(root); | 
|---|
| 59 | } | 
|---|
| 60 |  | 
|---|
| 61 | /** | 
|---|
| 62 |  *  standard deconstructor | 
|---|
| 63 | */ | 
|---|
| 64 | AimingTurret::~AimingTurret () | 
|---|
| 65 | { | 
|---|
| 66 |   // model will be deleted from WorldEntity-destructor | 
|---|
| 67 | //  delete this->target; | 
|---|
| 68 | } | 
|---|
| 69 |  | 
|---|
| 70 | void AimingTurret::init() | 
|---|
| 71 | { | 
|---|
| 72 |   this->setClassID(CL_AIMING_TURRET, "AimingTurret"); | 
|---|
| 73 |  | 
|---|
| 74 |   Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); | 
|---|
| 75 |   Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); | 
|---|
| 76 |  | 
|---|
| 77 |   animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
|---|
| 78 |   animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
|---|
| 79 |   animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
|---|
| 80 |   animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
|---|
| 81 |  | 
|---|
| 82 |   animation1->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 83 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 84 |  | 
|---|
| 85 |   this->setStateDuration(WS_SHOOTING, .1); | 
|---|
| 86 |   this->setStateDuration(WS_RELOADING, .1); | 
|---|
| 87 |   this->setStateDuration(WS_ACTIVATING, .4); | 
|---|
| 88 |   this->setStateDuration(WS_DEACTIVATING, .4); | 
|---|
| 89 |  | 
|---|
| 90 |   this->setMaximumEnergy(10000, 50); | 
|---|
| 91 |   this->increaseEnergy(100000); | 
|---|
| 92 |  | 
|---|
| 93 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET); | 
|---|
| 94 |   this->setProjectileType(CL_GUIDED_MISSILE); | 
|---|
| 95 |  | 
|---|
| 96 |  | 
|---|
| 97 |   this->setEmissionPoint(1.684, 0.472, 0); | 
|---|
| 98 |   //this->getProjectileFactory()->prepare(100); | 
|---|
| 99 |  | 
|---|
| 100 |   this->target = new Aim(this); | 
|---|
| 101 |   this->target->setVisibility(false); | 
|---|
| 102 | } | 
|---|
| 103 |  | 
|---|
| 104 | void AimingTurret::loadParams(const TiXmlElement* root) | 
|---|
| 105 | { | 
|---|
| 106 |   static_cast<Weapon*>(this)->loadParams(root); | 
|---|
| 107 |  | 
|---|
| 108 | } | 
|---|
| 109 |  | 
|---|
| 110 | void AimingTurret::activate() | 
|---|
| 111 | { | 
|---|
| 112 |   this->target->setVisibility(true); | 
|---|
| 113 | } | 
|---|
| 114 |  | 
|---|
| 115 | void AimingTurret::deactivate() | 
|---|
| 116 | { | 
|---|
| 117 |   this->target->setVisibility(false); | 
|---|
| 118 | } | 
|---|
| 119 |  | 
|---|
| 120 | void AimingTurret::tick(float dt) | 
|---|
| 121 | { | 
|---|
| 122 |   Quaternion quat; | 
|---|
| 123 |   Vector direction = this->target->getAbsCoor() - this->getAbsCoor(); | 
|---|
| 124 |  | 
|---|
| 125 |   direction.normalize(); | 
|---|
| 126 |  | 
|---|
| 127 |   if (likely (this->getParent() != NULL)) | 
|---|
| 128 |     quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; | 
|---|
| 129 |   else | 
|---|
| 130 |     quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; | 
|---|
| 131 |  | 
|---|
| 132 |   this->setAbsDirSoft(quat, 5); | 
|---|
| 133 |  | 
|---|
| 134 |   this->target->tick(dt); | 
|---|
| 135 | } | 
|---|
| 136 |  | 
|---|
| 137 | void AimingTurret::fire() | 
|---|
| 138 | { | 
|---|
| 139 |   Projectile* pj = this->getProjectile(); | 
|---|
| 140 |   if (pj == NULL) | 
|---|
| 141 |     return; | 
|---|
| 142 |  | 
|---|
| 143 |   pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13) | 
|---|
| 144 |             /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); | 
|---|
| 145 |  | 
|---|
| 146 |   pj->setTarget(this->target->getParent()); | 
|---|
| 147 |   pj->setParent(NullParent::getInstance()); | 
|---|
| 148 |   pj->setAbsCoor(this->getEmissionPoint()); | 
|---|
| 149 |   pj->setAbsDir(this->getAbsDir()); | 
|---|
| 150 |   pj->activate(); | 
|---|
| 151 |   this->target->searchTarget(100); | 
|---|
| 152 | } | 
|---|
| 153 |  | 
|---|
| 154 | void AimingTurret::destroy () | 
|---|
| 155 | {} | 
|---|
| 156 |  | 
|---|
| 157 | /** | 
|---|
| 158 |  * draws the AimingTurret | 
|---|
| 159 | */ | 
|---|
| 160 | void AimingTurret::draw () const | 
|---|
| 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->getModel()->draw(); | 
|---|
| 172 |   glPopMatrix(); | 
|---|
| 173 | } | 
|---|
| 174 |  | 
|---|