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source: orxonox.OLD/branches/2d-recalc/src/world_entities/weapons/test_gun.cc @ 5517

Last change on this file since 5517 was 5357, checked in by bensch, 19 years ago

orxonox/trunk: some minor cleanup, of the mess i made with AutoMake-sh

File size: 6.4 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Patrick Boenzli
15   co-programmer:
16
17
18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
20*/
21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
22
23#include "test_gun.h"
24
25#include "world_entity.h"
26#include "model.h"
27#include "test_bullet.h"
28#include "weapon_manager.h"
29#include "factory.h"
30
31#include "state.h"
32#include "vector.h"
33#include "list.h"
34#include "animation3d.h"
35#include "sound_engine.h"
36
37#include "null_parent.h"
38
39#include "fast_factory.h"
40
41
42using namespace std;
43
44CREATE_FACTORY(TestGun);
45
46/**
47 *  standard constructor
48
49   creates a new weapon
50*/
51TestGun::TestGun (WeaponManager* weaponManager, int leftRight)
52  : Weapon(weaponManager)
53{
54  this->init();
55
56
57  this->leftRight = leftRight;
58
59  this->objectComponent1 = new PNode();
60  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
61  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
62  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
63  //parent->addChild(this->objectComponent1, PNODE_ALL);
64  this->addChild(this->objectComponent1, PNODE_ALL);
65
66  animation1->setInfinity(ANIM_INF_CONSTANT);
67  animation2->setInfinity(ANIM_INF_CONSTANT);
68  animation3->setInfinity(ANIM_INF_CONSTANT);
69
70  if( this->leftRight == W_LEFT)
71  {
72    this->setEmissionPoint(1.0, 0.0, -0.35);
73
74    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
75    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
76    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
77
78    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
79    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
80
81    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
82    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
83  }
84  else if( this->leftRight == W_RIGHT)
85  {
86    this->setEmissionPoint(1.0, 0.0, 0.5);
87
88    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
89    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
90    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
91    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
92
93    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
94    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
95
96    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
97    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
98  }
99}
100
101
102TestGun::TestGun(const TiXmlElement* root)
103{
104  this->init();
105  this->loadParams(root);
106}
107
108/**
109 *  standard deconstructor
110*/
111TestGun::~TestGun ()
112{
113  // model will be deleted from WorldEntity-destructor
114}
115
116
117void TestGun::init()
118{
119  this->setClassID(CL_TEST_GUN, "TestGun");
120
121//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
122
123  this->loadModel("models/guns/test_gun.obj");
124
125  this->setStateDuration(WS_SHOOTING, .3);
126  this->setStateDuration(WS_RELOADING, .5);
127  this->setStateDuration(WS_ACTIVATING, .4);
128  this->setStateDuration(WS_DEACTIVATING, .4);
129
130  this->setMaximumEnergy(1000, 100);
131  this->increaseEnergy(1000);
132  //this->minCharge = 2;
133
134  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
135
136  this->setProjectileType(CL_TEST_BULLET);
137  this->prepareProjectiles(20);
138}
139
140
141void TestGun::loadParams(const TiXmlElement* root)
142{
143
144
145}
146
147
148/**
149 *  this activates the weapon
150
151   This is needed, since there can be more than one weapon on a ship. the
152   activation can be connected with an animation. for example the weapon is
153   been armed out.
154*/
155void TestGun::activate()
156{
157}
158
159
160/**
161 *  this deactivates the weapon
162
163   This is needed, since there can be more than one weapon on a ship. the
164   activation can be connected with an animation. for example the weapon is
165   been armed out.
166*/
167void TestGun::deactivate()
168{
169}
170
171
172/**
173 *  fires the weapon
174
175   this is called from the player.cc, when fire-button is been pushed
176   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
177*/
178void TestGun::fire()
179{
180  Projectile* pj =  this->getProjectile();
181  if (pj == NULL)
182    return;
183
184  pj->setParent(NullParent::getInstance());
185
186  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*20);
187
188  pj->setAbsCoor(this->getEmissionPoint());
189  pj->setAbsDir(this->getAbsDir());
190  State::getWorldEntityList()->add(pj);
191}
192
193
194/**
195 *  is called, when the weapon gets hit (=collide with something)
196 * @param from which entity it is been hit
197 * @param where it is been hit
198
199   this may not be used, since it would make the game relay complicated when one
200   can destroy the weapons of enemies or vice versa.
201*/
202void TestGun::hit (WorldEntity* entity, Vector* position)
203{}
204
205
206/**
207 *  is called, when the weapon is destroyed
208
209   this is in conjunction with the hit function, so when a weapon is able to get
210   hit, it can also be destoryed.
211*/
212void TestGun::destroy ()
213{}
214
215/**
216 *  this will draw the weapon
217*/
218void TestGun::draw ()
219{
220  /* draw gun body */
221  glMatrixMode(GL_MODELVIEW);
222  glPushMatrix();
223  glTranslatef (this->getAbsCoor ().x,
224                this->getAbsCoor ().y,
225                this->getAbsCoor ().z);
226
227  Vector tmpRot = this->getAbsDir().getSpacialAxis();
228  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
229
230  if( this->leftRight == W_RIGHT)
231    glScalef(1.0, 1.0, -1.0);
232  this->model->draw(1);
233  glPopMatrix();
234
235  /* draw objectComponent1: gun coil - animated stuff */
236  glMatrixMode(GL_MODELVIEW);
237  glPushMatrix();
238  glTranslatef (this->objectComponent1->getAbsCoor ().x,
239                this->objectComponent1->getAbsCoor ().y,
240                this->objectComponent1->getAbsCoor ().z);
241  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
242  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
243  this->model->draw(0);
244  glPopMatrix();
245}
246
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