| 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 "turret.h" | 
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| 18 |  | 
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| 19 | #include "weapon_manager.h" | 
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| 20 | #include "projectile.h" | 
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| 21 |  | 
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| 22 | #include "model.h" | 
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| 23 |  | 
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| 24 | #include "null_parent.h" | 
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| 25 | #include "state.h" | 
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| 26 | #include "list.h" | 
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| 27 | #include "animation3d.h" | 
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| 28 | #include "sound_engine.h" | 
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| 29 |  | 
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| 30 | #include "factory.h" | 
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| 31 |  | 
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| 32 | CREATE_FACTORY(Turret, CL_TURRET); | 
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| 33 |  | 
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| 34 | using namespace std; | 
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| 35 |  | 
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| 36 | /** | 
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| 37 |  *  standard constructor | 
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| 38 |  * | 
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| 39 |  * creates a new Turret | 
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| 40 |  */ | 
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| 41 | Turret::Turret () | 
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| 42 |   : Weapon() | 
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| 43 | { | 
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| 44 |   this->init(); | 
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| 45 |  | 
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| 46 |   this->setActionSound(WA_SHOOT, "sound/shot1.wav"); | 
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| 47 |   this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); | 
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| 48 |   this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); | 
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| 49 |  | 
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| 50 |   this->loadModel("models/guns/turret1.obj"); | 
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| 51 | } | 
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| 52 |  | 
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| 53 | /** | 
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| 54 |  * creates a new Turret from a TiXmlElement | 
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| 55 |  */ | 
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| 56 | Turret::Turret(const TiXmlElement* root) | 
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| 57 | { | 
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| 58 |   this->init(); | 
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| 59 |   this->loadParams(root); | 
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| 60 | } | 
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| 61 |  | 
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| 62 | /** | 
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| 63 |  *  standard deconstructor | 
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| 64 | */ | 
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| 65 | Turret::~Turret () | 
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| 66 | { | 
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| 67 |   // model will be deleted from WorldEntity-destructor | 
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| 68 | } | 
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| 69 |  | 
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| 70 | void Turret::init() | 
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| 71 | { | 
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| 72 |   this->setClassID(CL_TURRET, "Turret"); | 
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| 73 |  | 
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| 74 |  | 
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| 75 |   Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); | 
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| 76 |   Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); | 
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| 77 |  | 
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| 78 |   animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 79 |   animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 80 |   animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 81 |   animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 82 |  | 
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| 83 |   animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 84 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 85 |  | 
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| 86 |   this->setStateDuration(WS_SHOOTING, .1); | 
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| 87 |   this->setStateDuration(WS_RELOADING, .1); | 
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| 88 |   this->setStateDuration(WS_ACTIVATING, .4); | 
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| 89 |   this->setStateDuration(WS_DEACTIVATING, .4); | 
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| 90 |  | 
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| 91 |   this->setMaximumEnergy(10000, 50); | 
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| 92 |   this->increaseEnergy(100000); | 
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| 93 |   //this->minCharge = 2; | 
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| 94 |  | 
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| 95 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET); | 
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| 96 |   this->setProjectileType(CL_ROCKET); | 
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| 97 |  | 
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| 98 |  | 
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| 99 |   this->setEmissionPoint(1.684, 0.472, 0); | 
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| 100 |   //this->getProjectileFactory()->prepare(100); | 
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| 101 | } | 
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| 102 |  | 
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| 103 | void Turret::loadParams(const TiXmlElement* root) | 
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| 104 | { | 
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| 105 |   static_cast<Weapon*>(this)->loadParams(root); | 
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| 106 |  | 
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| 107 | } | 
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| 108 |  | 
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| 109 | void Turret::activate() | 
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| 110 | { | 
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| 111 | } | 
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| 112 |  | 
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| 113 | void Turret::deactivate() | 
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| 114 | { | 
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| 115 | } | 
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| 116 |  | 
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| 117 | void Turret::tick(float dt) | 
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| 118 | { | 
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| 119 |   Quaternion quat; | 
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| 120 |   Vector direction = this->getAbsCoor();/*this->getWeaponManager()->getFixedTarget()->getAbsCoor() - this->getAbsCoor();*/ | 
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| 121 |  | 
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| 122 |   direction.normalize(); | 
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| 123 |  | 
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| 124 |   if (likely (this->getParent() != NULL)) | 
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| 125 |     quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; | 
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| 126 |   else | 
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| 127 |     quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; | 
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| 128 |  | 
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| 129 |   this->setAbsDirSoft(quat, 5); | 
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| 130 | } | 
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| 131 |  | 
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| 132 | void Turret::fire() | 
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| 133 | { | 
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| 134 |   Projectile* pj = this->getProjectile(); | 
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| 135 |   if (pj == NULL) | 
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| 136 |     return; | 
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| 137 |  | 
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| 138 |   pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*100.0 /*+ VECTOR_RAND(13) */ | 
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| 139 |             /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); | 
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| 140 |  | 
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| 141 |  | 
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| 142 |   pj->setParent(NullParent::getInstance()); | 
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| 143 |   pj->setAbsCoor(this->getEmissionPoint()); | 
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| 144 |   pj->setAbsDir(this->getAbsDir()); | 
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| 145 |   pj->activate(); | 
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| 146 | } | 
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| 147 |  | 
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| 148 | void Turret::destroy () | 
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| 149 | {} | 
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| 150 |  | 
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| 151 | /** | 
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| 152 |  * draws the Turret | 
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| 153 | */ | 
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| 154 | void Turret::draw () const | 
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| 155 | { | 
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| 156 |   if (this->model != NULL) | 
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| 157 |   { | 
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| 158 |     /* draw gun body */ | 
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| 159 |     glMatrixMode(GL_MODELVIEW); | 
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| 160 |     glPushMatrix(); | 
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| 161 |     glTranslatef (this->getAbsCoor ().x, | 
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| 162 |                   this->getAbsCoor ().y, | 
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| 163 |                   this->getAbsCoor ().z); | 
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| 164 |     Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 165 |     glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 166 |  | 
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| 167 |     this->model->draw(); | 
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| 168 |     glPopMatrix(); | 
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| 169 |   } | 
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| 170 | } | 
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