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source: orxonox.OLD/branches/spaceshipcontrol/src/world_entities/weapons/test_gun.cc @ 6189

Last change on this file since 6189 was 6162, checked in by bensch, 19 years ago

orxonox/trunk: merged the spaceshipcontroll branche into the trunk
merged with command
svn merge -r6036:HEAD spaceshipcontrol/ ../trunk/
no conflicts

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 "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 "fast_factory.h"
36
37
38using namespace std;
39
40CREATE_FACTORY(TestGun, CL_TEST_GUN);
41
42/**
43 *  standard constructor
44
45   creates a new weapon
46*/
47TestGun::TestGun ( int leftRight)
48  : Weapon()
49{
50  this->init();
51
52
53  this->leftRight = leftRight;
54
55  this->objectComponent1 = new PNode();
56  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
57  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
58  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
59  //parent->addChild(this->objectComponent1, PNODE_ALL);
60  this->addChild(this->objectComponent1);
61
62  animation1->setInfinity(ANIM_INF_CONSTANT);
63  animation2->setInfinity(ANIM_INF_CONSTANT);
64  animation3->setInfinity(ANIM_INF_CONSTANT);
65
66  if( this->leftRight == W_LEFT)
67  {
68    this->setEmissionPoint(1.0, -0.6, -0.2);
69
70    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
71    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
72    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
73
74    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
75    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
76
77    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
78    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
79  }
80  else if( this->leftRight == W_RIGHT)
81  {
82    this->setEmissionPoint(1.0, -0.6, 0.3);
83
84    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
85    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
86    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
87    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
88
89    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
90    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
91
92    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
93    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
94  }
95}
96
97
98TestGun::TestGun(const TiXmlElement* root)
99{
100  this->init();
101  this->loadParams(root);
102}
103
104/**
105 *  standard deconstructor
106*/
107TestGun::~TestGun ()
108{
109  // model will be deleted from WorldEntity-destructor
110}
111
112
113void TestGun::init()
114{
115  this->setClassID(CL_TEST_GUN, "TestGun");
116
117//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
118
119  this->loadModel("models/guns/test_gun.obj");
120
121  this->setStateDuration(WS_SHOOTING, .1);
122  this->setStateDuration(WS_RELOADING, .1);
123  this->setStateDuration(WS_ACTIVATING, .4);
124  this->setStateDuration(WS_DEACTIVATING, .4);
125
126  this->setMaximumEnergy(1000, 100);
127  this->increaseEnergy(1000);
128  //this->minCharge = 2;
129
130  this->setActionSound(WA_SHOOT, "sound/laser.wav");
131  this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav");
132
133
134  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
135  this->setProjectileType(CL_LASER);
136  this->prepareProjectiles(20);
137
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(PNode::getNullParent());
185
186  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5));
187
188  pj->setAbsCoor(this->getEmissionPoint());
189  pj->setAbsDir(this->getAbsDir());
190  pj->activate();
191}
192
193/**
194 *  is called, when the weapon is destroyed
195 *
196 * this is in conjunction with the hit function, so when a weapon is able to get
197 * hit, it can also be destoryed.
198*/
199void TestGun::destroy ()
200{}
201
202/**
203 *  this will draw the weapon
204*/
205void TestGun::draw () const
206{
207  /* draw gun body */
208  glMatrixMode(GL_MODELVIEW);
209  glPushMatrix();
210  glTranslatef (this->getAbsCoor ().x,
211                this->getAbsCoor ().y,
212                this->getAbsCoor ().z);
213
214  Vector tmpRot = this->getAbsDir().getSpacialAxis();
215  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
216
217  if( this->leftRight == W_RIGHT)
218    glScalef(1.0, 1.0, -1.0);
219  static_cast<StaticModel*>(this->getModel())->draw(1);
220  glPopMatrix();
221
222  /* draw objectComponent1: gun coil - animated stuff */
223  glMatrixMode(GL_MODELVIEW);
224  glPushMatrix();
225  glTranslatef (this->objectComponent1->getAbsCoor ().x,
226                this->objectComponent1->getAbsCoor ().y,
227                this->objectComponent1->getAbsCoor ().z);
228  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
229  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
230  static_cast<StaticModel*>(this->getModel())->draw(0);
231  glPopMatrix();
232}
233
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