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source: orxonox.OLD/branches/powerups/src/world_entities/weapons/test_gun.cc @ 5913

Last change on this file since 5913 was 5819, checked in by bensch, 19 years ago

orxonox/trunk: merged branches world_entities to trunk again
merged with command
svn merge -r5795:HEAD branches/world_entities/ trunk/
no conflicts (what a wonder)

File size: 6.2 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#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 "vector.h"
32#include "list.h"
33#include "animation3d.h"
34#include "sound_engine.h"
35
36#include "null_parent.h"
37
38#include "fast_factory.h"
39
40
41using namespace std;
42
43CREATE_FACTORY(TestGun, CL_TEST_GUN);
44
45/**
46 *  standard constructor
47
48   creates a new weapon
49*/
50TestGun::TestGun ( int leftRight)
51  : Weapon()
52{
53  this->init();
54
55
56  this->leftRight = leftRight;
57
58  this->objectComponent1 = new PNode();
59  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
60  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
61  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
62  //parent->addChild(this->objectComponent1, PNODE_ALL);
63  this->addChild(this->objectComponent1);
64
65  animation1->setInfinity(ANIM_INF_CONSTANT);
66  animation2->setInfinity(ANIM_INF_CONSTANT);
67  animation3->setInfinity(ANIM_INF_CONSTANT);
68
69  if( this->leftRight == W_LEFT)
70  {
71    this->setEmissionPoint(1.0, -0.6, -0.2);
72
73    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
74    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
75    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
76
77    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
78    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
79
80    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
81    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
82  }
83  else if( this->leftRight == W_RIGHT)
84  {
85    this->setEmissionPoint(1.0, -0.6, 0.3);
86
87    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
88    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
89    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
90    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
91
92    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
93    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
94
95    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
96    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
97  }
98}
99
100
101TestGun::TestGun(const TiXmlElement* root)
102{
103  this->init();
104  this->loadParams(root);
105}
106
107/**
108 *  standard deconstructor
109*/
110TestGun::~TestGun ()
111{
112  // model will be deleted from WorldEntity-destructor
113}
114
115
116void TestGun::init()
117{
118  this->setClassID(CL_TEST_GUN, "TestGun");
119
120//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
121
122  this->loadModel("models/guns/test_gun.obj");
123
124  this->setStateDuration(WS_SHOOTING, .1);
125  this->setStateDuration(WS_RELOADING, .1);
126  this->setStateDuration(WS_ACTIVATING, .4);
127  this->setStateDuration(WS_DEACTIVATING, .4);
128
129  this->setMaximumEnergy(1000, 100);
130  this->increaseEnergy(1000);
131  //this->minCharge = 2;
132
133  this->setActionSound(WA_SHOOT, "sound/laser.wav");
134  this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav");
135
136
137  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
138  this->setProjectileType(CL_LASER);
139  this->prepareProjectiles(20);
140
141}
142
143
144void TestGun::loadParams(const TiXmlElement* root)
145{
146
147
148}
149
150
151/**
152 *  this activates the weapon
153
154   This is needed, since there can be more than one weapon on a ship. the
155   activation can be connected with an animation. for example the weapon is
156   been armed out.
157*/
158void TestGun::activate()
159{
160}
161
162
163/**
164 *  this deactivates the weapon
165
166   This is needed, since there can be more than one weapon on a ship. the
167   activation can be connected with an animation. for example the weapon is
168   been armed out.
169*/
170void TestGun::deactivate()
171{
172}
173
174
175/**
176 *  fires the weapon
177
178   this is called from the player.cc, when fire-button is been pushed
179   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
180*/
181void TestGun::fire()
182{
183  Projectile* pj =  this->getProjectile();
184  if (pj == NULL)
185    return;
186
187  pj->setParent(NullParent::getInstance());
188
189  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*50+VECTOR_RAND(5));
190
191  pj->setAbsCoor(this->getEmissionPoint());
192  pj->setAbsDir(this->getAbsDir());
193  pj->activate();
194}
195
196/**
197 *  is called, when the weapon is destroyed
198 *
199 * this is in conjunction with the hit function, so when a weapon is able to get
200 * hit, it can also be destoryed.
201*/
202void TestGun::destroy ()
203{}
204
205/**
206 *  this will draw the weapon
207*/
208void TestGun::draw () const
209{
210  /* draw gun body */
211  glMatrixMode(GL_MODELVIEW);
212  glPushMatrix();
213  glTranslatef (this->getAbsCoor ().x,
214                this->getAbsCoor ().y,
215                this->getAbsCoor ().z);
216
217  Vector tmpRot = this->getAbsDir().getSpacialAxis();
218  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
219
220  if( this->leftRight == W_RIGHT)
221    glScalef(1.0, 1.0, -1.0);
222  this->model->draw(1);
223  glPopMatrix();
224
225  /* draw objectComponent1: gun coil - animated stuff */
226  glMatrixMode(GL_MODELVIEW);
227  glPushMatrix();
228  glTranslatef (this->objectComponent1->getAbsCoor ().x,
229                this->objectComponent1->getAbsCoor ().y,
230                this->objectComponent1->getAbsCoor ().z);
231  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
232  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
233  this->model->draw(0);
234  glPopMatrix();
235}
236
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