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source: orxonox.OLD/orxonox/trunk/src/world_entities/test_gun.cc @ 3814

Last change on this file since 3814 was 3757, checked in by patrick, 20 years ago

orxonox/trunk: weapon projectile now spawn at the right place

File size: 5.2 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
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 "simple_animation.h"
33
34using namespace std;
35
36
37/**
38   \brief standard constructor
39
40   creates a new weapon
41*/
42TestGun::TestGun (PNode* parent, Vector* coordinate, 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  if( this->leftRight == 0)
50    this->projOffset = new Vector(1.0, 0.0, -0.35);
51  else if( this->leftRight == 1)
52    this->projOffset = new Vector(1.0, 0.0, 0.5);
53
54  this->animator = SimpleAnimation::getInstance();
55  this->dummy1 = new WorldEntity(); /* a world entity that is not drawed: use this for the weapon */
56  parent->addChild(this->dummy1, PNODE_ALL);
57
58 
59  this->animator->animatorBegin();
60  this->animator->selectObject(this->dummy1);
61  this->animator->setAnimationMode(SINGLE);
62  if( this->leftRight == 0)
63    {
64      this->animator->addKeyFrame(new Vector(-2.6, 0.1, 3.0), new Quaternion(), 0.0, NEG_EXP);
65      this->animator->addKeyFrame(new Vector(-3.0, 0.1, 3.0), new Quaternion(), 0.1, NEG_EXP);
66      this->animator->addKeyFrame(new Vector(-2.6, 0.1, 3.0), new Quaternion(), 0.5, NEG_EXP);
67    }
68  else if( this->leftRight == 1)
69    {
70      this->animator->addKeyFrame(new Vector(-2.6, 0.1, -2.5), new Quaternion(), 0.0, NEG_EXP);
71      this->animator->addKeyFrame(new Vector(-3.0, 0.1, -2.5), new Quaternion(), 0.1, NEG_EXP);
72      this->animator->addKeyFrame(new Vector(-2.6, 0.1, -2.5), new Quaternion(), 0.5, NEG_EXP);
73    }
74  this->animator->animatorEnd();
75 
76}
77
78
79/**
80   \brief standard deconstructor
81*/
82TestGun::~TestGun () 
83{
84  // model will be deleted from WorldEntity-destructor
85}
86
87
88/**
89   \brief this activates the weapon
90
91   This is needed, since there can be more than one weapon on a ship. the
92   activation can be connected with an animation. for example the weapon is
93   been armed out.
94*/
95void TestGun::activate()
96{}
97
98
99/**
100   \brief this deactivates the weapon
101
102   This is needed, since there can be more than one weapon on a ship. the
103   activation can be connected with an animation. for example the weapon is
104   been armed out.
105*/
106void TestGun::deactivate()
107{}
108
109
110/**
111   \brief fires the weapon
112   
113   this is called from the player.cc, when fire-button is been pushed
114*/
115void TestGun::fire()
116{
117  if( this->localTime < this->idleTime)
118    {
119      this->weaponIdle();
120      return;
121    }
122  Projectile* pj = new TestBullet(this);
123
124  pj->setAbsCoor(this->getAbsCoor() + *this->projOffset);
125  pj->setAbsDir(this->getAbsDir());
126
127  pj->setFlightDirection(this->getAbsDir());
128  pj->setSpeed(this->getSpeed());
129
130  this->worldEntities->add(pj);
131  this->localTime = 0;
132 
133  this->animator->animatorBegin();
134  this->animator->selectObject(this->dummy1);
135  this->animator->start();
136  this->animator->animatorEnd();
137}
138
139
140/**
141   \brief is called, when the weapon gets hit (=collide with something)
142   \param from which entity it is been hit
143   \param where it is been hit
144
145   this may not be used, since it would make the game relay complicated when one
146   can destroy the weapons of enemies or vice versa.
147*/
148void TestGun::hit (WorldEntity* entity, Vector* position) 
149{}
150
151
152/**
153   \brief is called, when the weapon is destroyed
154
155   this is in conjunction with the hit function, so when a weapon is able to get
156   hit, it can also be destoryed.
157*/
158void TestGun::destroy () 
159{}
160
161
162/**
163   \brief tick signal for time dependent/driven stuff
164*/
165void TestGun::tick (float time) 
166{
167  this->localTime += time;
168}
169
170
171/**
172   \brief is called, when there is no fire button pressed
173*/
174void TestGun::weaponIdle()
175{}
176
177
178/**
179   \brief this will draw the weapon
180*/
181void TestGun::draw () 
182{
183 
184  /* draw gun body 1 */
185  glMatrixMode(GL_MODELVIEW);
186  glPushMatrix();
187  float matrix[4][4];
188 
189  if( this->leftRight == 0)
190    {
191      glTranslatef (this->getAbsCoor ().x, 
192                    this->getAbsCoor ().y, 
193                    this->getAbsCoor ().z);
194     
195      this->getAbsDir ().matrix (matrix);
196      glMultMatrixf((float*)matrix);
197      this->model->draw(1);
198    }
199  else if( this->leftRight == 1)
200    {
201      glTranslatef (this->getAbsCoor ().x, 
202                    this->getAbsCoor ().y, 
203                    this->getAbsCoor ().z);
204     
205      this->getAbsDir ().matrix (matrix);
206      glMultMatrixf((float*)matrix);
207      glScalef(1.0, 1.0, -1.0);
208      this->model->draw(1);
209    }
210
211  glPopMatrix();
212
213
214  /* draw gun coil 1 */
215  glMatrixMode(GL_MODELVIEW);
216  glPushMatrix();
217 
218  glTranslatef (this->dummy1->getAbsCoor ().x, 
219                this->dummy1->getAbsCoor ().y, 
220                this->dummy1->getAbsCoor ().z);
221
222  this->dummy1->getAbsDir ().matrix (matrix);
223  glMultMatrixf((float*)matrix);
224  this->model->draw(0);
225  glPopMatrix();
226}
227
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