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source: orxonox.OLD/branches/spaceshipcontrol/src/world_entities/weapons/test_gun.cc @ 6177

Last change on this file since 6177 was 6114, checked in by snellen, 19 years ago

control in space_ship.cc updated

File size: 6.2 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 "static_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
35#include "null_parent.h"
36
37#include "fast_factory.h"
38
39
40using namespace std;
41
42CREATE_FACTORY(TestGun, CL_TEST_GUN);
43
44/**
45 *  standard constructor
46
47   creates a new weapon
48*/
49TestGun::TestGun ( int leftRight)
50  : Weapon()
51{
52  this->init();
53
54
55  this->leftRight = leftRight;
56
57  this->objectComponent1 = new PNode();
58  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
59  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
60  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
61  //parent->addChild(this->objectComponent1, PNODE_ALL);
62  this->addChild(this->objectComponent1);
63
64  animation1->setInfinity(ANIM_INF_CONSTANT);
65  animation2->setInfinity(ANIM_INF_CONSTANT);
66  animation3->setInfinity(ANIM_INF_CONSTANT);
67
68  if( this->leftRight == W_LEFT)
69  {
70    this->setEmissionPoint(1.0, -0.6, -0.2);
71
72    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
73    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
74    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
75
76    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
77    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
78
79    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
80    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
81  }
82  else if( this->leftRight == W_RIGHT)
83  {
84    this->setEmissionPoint(1.0, -0.6, 0.3);
85
86    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
87    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
88    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
89    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
90
91    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
92    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
93
94    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
95    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
96  }
97}
98
99
100TestGun::TestGun(const TiXmlElement* root)
101{
102  this->init();
103  this->loadParams(root);
104}
105
106/**
107 *  standard deconstructor
108*/
109TestGun::~TestGun ()
110{
111  // model will be deleted from WorldEntity-destructor
112}
113
114
115void TestGun::init()
116{
117  this->setClassID(CL_TEST_GUN, "TestGun");
118
119//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
120
121  this->loadModel("models/guns/test_gun.obj");
122
123  this->setStateDuration(WS_SHOOTING, .1);
124  this->setStateDuration(WS_RELOADING, .1);
125  this->setStateDuration(WS_ACTIVATING, .4);
126  this->setStateDuration(WS_DEACTIVATING, .4);
127
128  this->setMaximumEnergy(1000, 100);
129  this->increaseEnergy(1000);
130  //this->minCharge = 2;
131
132  this->setActionSound(WA_SHOOT, "sound/laser.wav");
133  this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav");
134
135
136  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
137  this->setProjectileType(CL_LASER);
138  this->prepareProjectiles(20);
139
140}
141
142
143void TestGun::loadParams(const TiXmlElement* root)
144{
145
146
147}
148
149
150/**
151 *  this activates the weapon
152
153   This is needed, since there can be more than one weapon on a ship. the
154   activation can be connected with an animation. for example the weapon is
155   been armed out.
156*/
157void TestGun::activate()
158{
159}
160
161
162/**
163 *  this deactivates the weapon
164
165   This is needed, since there can be more than one weapon on a ship. the
166   activation can be connected with an animation. for example the weapon is
167   been armed out.
168*/
169void TestGun::deactivate()
170{
171}
172
173
174/**
175 *  fires the weapon
176
177   this is called from the player.cc, when fire-button is been pushed
178   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
179*/
180void TestGun::fire()
181{
182  Projectile* pj =  this->getProjectile();
183  if (pj == NULL)
184    return;
185
186  pj->setParent(NullParent::getInstance());
187
188  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5));
189
190  pj->setAbsCoor(this->getEmissionPoint());
191  pj->setAbsDir(this->getAbsDir());
192  pj->activate();
193}
194
195/**
196 *  is called, when the weapon is destroyed
197 *
198 * this is in conjunction with the hit function, so when a weapon is able to get
199 * hit, it can also be destoryed.
200*/
201void TestGun::destroy ()
202{}
203
204/**
205 *  this will draw the weapon
206*/
207void TestGun::draw () const
208{
209  /* draw gun body */
210  glMatrixMode(GL_MODELVIEW);
211  glPushMatrix();
212  glTranslatef (this->getAbsCoor ().x,
213                this->getAbsCoor ().y,
214                this->getAbsCoor ().z);
215
216  Vector tmpRot = this->getAbsDir().getSpacialAxis();
217  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
218
219  if( this->leftRight == W_RIGHT)
220    glScalef(1.0, 1.0, -1.0);
221  static_cast<StaticModel*>(this->getModel())->draw(1);
222  glPopMatrix();
223
224  /* draw objectComponent1: gun coil - animated stuff */
225  glMatrixMode(GL_MODELVIEW);
226  glPushMatrix();
227  glTranslatef (this->objectComponent1->getAbsCoor ().x,
228                this->objectComponent1->getAbsCoor ().y,
229                this->objectComponent1->getAbsCoor ().z);
230  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
231  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
232  static_cast<StaticModel*>(this->getModel())->draw(0);
233  glPopMatrix();
234}
235
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