| 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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| 16 |  | 
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| 17 | #include "aiming_turret.h" | 
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| 18 |  | 
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| 19 | #include "weapon_manager.h" | 
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| 20 | #include "aim.h" | 
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| 21 | #include "world_entities/projectiles/projectile.h" | 
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| 22 |  | 
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| 23 | #include "model.h" | 
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| 24 |  | 
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| 25 | #include "animation3d.h" | 
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| 26 |  | 
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| 27 | #include "factory.h" | 
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| 28 |  | 
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| 29 | CREATE_FACTORY(AimingTurret, CL_AIMING_TURRET); | 
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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 | AimingTurret::AimingTurret () | 
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| 40 |   : Weapon() | 
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| 41 | { | 
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| 42 |   this->init(); | 
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| 43 |  | 
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| 44 |   this->loadModel("models/guns/turret2.obj"); | 
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| 45 |  | 
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| 46 |  | 
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| 47 |   this->setActionSound(WA_SHOOT, "sound/shot1.wav"); | 
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| 48 |   this->setActionSound(WA_ACTIVATE, "sound/voices/rockets.wav"); | 
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| 49 |   this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); | 
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| 50 | } | 
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| 51 |  | 
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| 52 |  | 
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| 53 | AimingTurret::AimingTurret(const TiXmlElement* root) | 
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| 54 | { | 
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| 55 |   this->init(); | 
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| 56 |   this->loadParams(root); | 
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| 57 | } | 
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| 58 |  | 
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| 59 | /** | 
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| 60 |  *  standard deconstructor | 
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| 61 | */ | 
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| 62 | AimingTurret::~AimingTurret () | 
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| 63 | { | 
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| 64 |   // model will be deleted from WorldEntity-destructor | 
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| 65 | //  delete this->target; | 
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| 66 | } | 
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| 67 |  | 
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| 68 | void AimingTurret::init() | 
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| 69 | { | 
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| 70 |   this->setClassID(CL_AIMING_TURRET, "AimingTurret"); | 
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| 71 |  | 
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| 72 |   Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); | 
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| 73 |   Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); | 
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| 74 |  | 
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| 75 |   animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 76 |   animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 77 |   animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 78 |   animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 79 |  | 
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| 80 |   animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 81 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 82 |  | 
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| 83 |   this->setStateDuration(WS_SHOOTING, .1); | 
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| 84 |   this->setStateDuration(WS_RELOADING, .1); | 
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| 85 |   this->setStateDuration(WS_ACTIVATING, .4); | 
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| 86 |   this->setStateDuration(WS_DEACTIVATING, .4); | 
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| 87 |  | 
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| 88 |   this->setEnergyMax(10000); | 
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| 89 |   this->increaseEnergy(100000); | 
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| 90 |  | 
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| 91 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET); | 
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| 92 |   this->setProjectileType(CL_ROCKET); | 
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| 93 |  | 
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| 94 |  | 
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| 95 |   this->setEmissionPoint(1.684, 0.472, 0); | 
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| 96 |   //this->getProjectileFactory()->prepare(100); | 
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| 97 |  | 
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| 98 |   this->target = new Aim(this); | 
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| 99 |   this->target->setVisibility(false); | 
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| 100 |   this->target->setRange(100); | 
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| 101 |   this->target->setAngle(M_PI); | 
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| 102 | } | 
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| 103 |  | 
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| 104 | void AimingTurret::loadParams(const TiXmlElement* root) | 
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| 105 | { | 
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| 106 |   Weapon::loadParams(root); | 
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| 107 |  | 
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| 108 | } | 
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| 109 |  | 
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| 110 | void AimingTurret::activate() | 
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| 111 | { | 
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| 112 |   this->target->setVisibility(true); | 
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| 113 | } | 
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| 114 |  | 
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| 115 | void AimingTurret::deactivate() | 
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| 116 | { | 
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| 117 |   this->target->setVisibility(false); | 
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| 118 | } | 
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| 119 |  | 
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| 120 | void AimingTurret::tick(float dt) | 
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| 121 | { | 
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| 122 |   Quaternion quat; | 
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| 123 |   Vector direction = this->target->getAbsCoor() - this->getAbsCoor(); | 
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| 124 |  | 
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| 125 |   direction.normalize(); | 
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| 126 |  | 
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| 127 |   if (likely (this->getParent() != NULL)) | 
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| 128 |     quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; | 
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| 129 |   else | 
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| 130 |     quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; | 
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| 131 |  | 
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| 132 |   this->setAbsDirSoft(quat, 5); | 
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| 133 |  | 
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| 134 |   this->target->tick(dt); | 
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| 135 | } | 
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| 136 |  | 
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| 137 | void AimingTurret::fire() | 
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| 138 | { | 
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| 139 |   Projectile* pj = this->getProjectile(); | 
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| 140 |   if (pj == NULL) | 
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| 141 |     return; | 
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| 142 |  | 
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| 143 |   pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13) | 
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| 144 |             /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); | 
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| 145 |  | 
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| 146 |   pj->setParent(PNode::getNullParent()); | 
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| 147 |   pj->setAbsCoor(this->getEmissionPoint()); | 
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| 148 |   pj->setAbsDir(this->getAbsDir()); | 
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| 149 |   pj->activate(); | 
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| 150 |   this->target->searchTarget(); | 
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| 151 | } | 
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| 152 |  | 
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| 153 | void AimingTurret::destroy () | 
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| 154 | {} | 
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| 155 |  | 
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| 156 | /** | 
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| 157 |  * draws the AimingTurret | 
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| 158 | */ | 
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| 159 | void AimingTurret::draw () const | 
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| 160 | { | 
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| 161 |   /* draw gun body */ | 
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| 162 |   glMatrixMode(GL_MODELVIEW); | 
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| 163 |   glPushMatrix(); | 
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| 164 |   glTranslatef (this->getAbsCoor ().x, | 
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| 165 |                 this->getAbsCoor ().y, | 
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| 166 |                 this->getAbsCoor ().z); | 
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| 167 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 168 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 169 |  | 
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| 170 |   this->getModel()->draw(); | 
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| 171 |   glPopMatrix(); | 
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| 172 | } | 
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| 173 |  | 
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