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source: orxonox.OLD/branches/heightMap/src/world_entities/test_gun.cc @ 5070

Last change on this file since 5070 was 4122, checked in by bensch, 20 years ago

orxonox/branches/heightMap: merged the Trunk back into branches/heightMap:
merged with Command
svn merge -r 3918:HEAD trunk branches/heightMap
conflicts resolved in favor of the Trunk

File size: 6.0 KB
Line 
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
22
23#include "test_gun.h"
24
25#include "stdincl.h"
26#include "world_entity.h"
27#include "model.h"
28#include "test_bullet.h"
29
30#include "vector.h"
31#include "list.h"
32#include "animation3d.h"
33
34using namespace std;
35
36
37/**
38   \brief standard constructor
39
40   creates a new weapon
41*/
42TestGun::TestGun (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) 
43  :  Weapon (parent, coordinate, direction) 
44{
45  this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN);
46  this->idleTime = 0.2f;
47  this->leftRight = leftRight;
48
49  this->objectComponent1 = new PNode();
50  this->animation1 = new Animation3D(this->objectComponent1);
51  this->animation2 = new Animation3D(this);
52  this->animation3 = new Animation3D(this);
53  //parent->addChild(this->objectComponent1, PNODE_ALL);
54  this->addChild(this->objectComponent1, PNODE_ALL);
55
56  this->animation1->setInfinity(ANIM_INF_CONSTANT);
57  this->animation2->setInfinity(ANIM_INF_CONSTANT);
58  this->animation3->setInfinity(ANIM_INF_CONSTANT);
59  if( this->leftRight == W_LEFT)
60    {
61      this->projectileOffset = Vector(1.0, 0.0, -0.35);
62
63      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
64      this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
65      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
66
67      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
68      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
69
70      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
71      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
72    }
73  else if( this->leftRight == W_RIGHT)
74    {
75      this->projectileOffset = Vector(1.0, 0.0, 0.5);
76
77      this->objectComponent1->setRelCoor(Vector(0,0,0.35));
78      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
79      this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
80      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
81
82      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
83      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
84
85      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
86      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
87    }
88
89}
90
91
92/**
93   \brief standard deconstructor
94*/
95TestGun::~TestGun () 
96{
97  // model will be deleted from WorldEntity-destructor
98}
99
100
101/**
102   \brief this activates the weapon
103
104   This is needed, since there can be more than one weapon on a ship. the
105   activation can be connected with an animation. for example the weapon is
106   been armed out.
107*/
108void TestGun::activate()
109{
110  this->animation2->replay();
111}
112
113
114/**
115   \brief this deactivates the weapon
116
117   This is needed, since there can be more than one weapon on a ship. the
118   activation can be connected with an animation. for example the weapon is
119   been armed out.
120*/
121void TestGun::deactivate()
122{
123  this->animation3->replay();
124}
125
126
127/**
128   \brief fires the weapon
129   
130   this is called from the player.cc, when fire-button is been pushed
131*/
132void TestGun::fire()
133{
134  if( !this->hasWeaponIdleTimeElapsed())
135    {
136      this->weaponIdle();
137      return;
138    }
139
140  Projectile* pj = new TestBullet(this);
141  pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset);
142  pj->setAbsDir(this->getAbsDir());
143  pj->setFlightDirection(this->getAbsDir());
144  pj->setSpeed(this->getSpeed());
145  this->worldEntities->add(pj);
146  this->localTime = 0;
147 
148  this->animation1->replay();
149}
150
151
152/**
153   \brief is called, when the weapon gets hit (=collide with something)
154   \param from which entity it is been hit
155   \param where it is been hit
156
157   this may not be used, since it would make the game relay complicated when one
158   can destroy the weapons of enemies or vice versa.
159*/
160void TestGun::hit (WorldEntity* entity, Vector* position) 
161{}
162
163
164/**
165   \brief is called, when the weapon is destroyed
166
167   this is in conjunction with the hit function, so when a weapon is able to get
168   hit, it can also be destoryed.
169*/
170void TestGun::destroy () 
171{}
172
173
174/**
175   \brief tick signal for time dependent/driven stuff
176*/
177void TestGun::tick (float time) 
178{
179  this->localTime += time;
180}
181
182
183/**
184   \brief is called, when there is no fire button pressed
185*/
186void TestGun::weaponIdle()
187{}
188
189
190/**
191   \brief this will draw the weapon
192*/
193void TestGun::draw () 
194{
195  /* draw gun body */
196  glMatrixMode(GL_MODELVIEW);
197  glPushMatrix();
198  float matrix[4][4];
199  glTranslatef (this->getAbsCoor ().x, 
200                this->getAbsCoor ().y, 
201                this->getAbsCoor ().z); 
202  this->getAbsDir ().matrix (matrix);
203  glMultMatrixf((float*)matrix);
204  if( this->leftRight == W_RIGHT)
205    glScalef(1.0, 1.0, -1.0);
206  this->model->draw(1);
207  glPopMatrix();
208
209  /* draw objectComponent1: gun coil - animated stuff */
210  glMatrixMode(GL_MODELVIEW);
211  glPushMatrix();
212  glTranslatef (this->objectComponent1->getAbsCoor ().x, 
213                this->objectComponent1->getAbsCoor ().y, 
214                this->objectComponent1->getAbsCoor ().z);
215  this->objectComponent1->getAbsDir ().matrix (matrix);
216  glMultMatrixf((float*)matrix);
217  this->model->draw(0);
218  glPopMatrix();
219}
220
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