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 | |
---|
34 | using namespace std; |
---|
35 | |
---|
36 | |
---|
37 | /** |
---|
38 | \brief standard constructor |
---|
39 | |
---|
40 | creates a new weapon |
---|
41 | */ |
---|
42 | TestGun::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 | |
---|
55 | this->dummy1 = new WorldEntity(); // a world entity that is not drawed: use this for the weapon |
---|
56 | this->animation = new Animation3D(dummy1); |
---|
57 | |
---|
58 | parent->addChild(this->dummy1, PNODE_ALL); |
---|
59 | |
---|
60 | this->animation->setInfinity(ANIM_INF_CONSTANT); |
---|
61 | // ANIM_LINEAR was ANIM_NEG_EXP |
---|
62 | if( this->leftRight == 0) |
---|
63 | { |
---|
64 | this->animation->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR); |
---|
65 | this->animation->addKeyFrame(Vector(-3.0, 0.1, 3.0), Quaternion(), 0.5, ANIM_LINEAR); |
---|
66 | this->animation->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR); |
---|
67 | } |
---|
68 | else if( this->leftRight == 1) |
---|
69 | { |
---|
70 | this->animation->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.1, ANIM_LINEAR); |
---|
71 | this->animation->addKeyFrame(Vector(-3.0, 0.1, -2.5), Quaternion(), 0.5, ANIM_LINEAR); |
---|
72 | this->animation->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.1, ANIM_LINEAR); |
---|
73 | } |
---|
74 | /* |
---|
75 | if( this->leftRight == 0) |
---|
76 | { |
---|
77 | this->animation->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.0, ANIM_NEG_EXP); |
---|
78 | this->animation->addKeyFrame(Vector(-3.0, 0.1, 3.0), Quaternion(), 0.1, ANIM_NEG_EXP); |
---|
79 | this->animation->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.5, ANIM_NEG_EXP); |
---|
80 | } |
---|
81 | else if( this->leftRight == 1) |
---|
82 | { |
---|
83 | this->animation->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.0, ANIM_NEG_EXP); |
---|
84 | this->animation->addKeyFrame(Vector(-3.0, 0.1, -2.5), Quaternion(), 0.1, ANIM_NEG_EXP); |
---|
85 | this->animation->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.5, ANIM_NEG_EXP); |
---|
86 | } |
---|
87 | */ |
---|
88 | } |
---|
89 | |
---|
90 | |
---|
91 | /** |
---|
92 | \brief standard deconstructor |
---|
93 | */ |
---|
94 | TestGun::~TestGun () |
---|
95 | { |
---|
96 | // model will be deleted from WorldEntity-destructor |
---|
97 | } |
---|
98 | |
---|
99 | |
---|
100 | /** |
---|
101 | \brief this activates the weapon |
---|
102 | |
---|
103 | This is needed, since there can be more than one weapon on a ship. the |
---|
104 | activation can be connected with an animation. for example the weapon is |
---|
105 | been armed out. |
---|
106 | */ |
---|
107 | void TestGun::activate() |
---|
108 | {} |
---|
109 | |
---|
110 | |
---|
111 | /** |
---|
112 | \brief this deactivates the weapon |
---|
113 | |
---|
114 | This is needed, since there can be more than one weapon on a ship. the |
---|
115 | activation can be connected with an animation. for example the weapon is |
---|
116 | been armed out. |
---|
117 | */ |
---|
118 | void TestGun::deactivate() |
---|
119 | {} |
---|
120 | |
---|
121 | |
---|
122 | /** |
---|
123 | \brief fires the weapon |
---|
124 | |
---|
125 | this is called from the player.cc, when fire-button is been pushed |
---|
126 | */ |
---|
127 | void TestGun::fire() |
---|
128 | { |
---|
129 | if( this->localTime < this->idleTime) |
---|
130 | { |
---|
131 | this->weaponIdle(); |
---|
132 | return; |
---|
133 | } |
---|
134 | Projectile* pj = new TestBullet(this); |
---|
135 | |
---|
136 | pj->setAbsCoor(this->getAbsCoor() + *this->projOffset); |
---|
137 | pj->setAbsDir(this->getAbsDir()); |
---|
138 | |
---|
139 | pj->setFlightDirection(this->getAbsDir()); |
---|
140 | pj->setSpeed(this->getSpeed()); |
---|
141 | |
---|
142 | this->worldEntities->add(pj); |
---|
143 | this->localTime = 0; |
---|
144 | |
---|
145 | this->animation->replay(); |
---|
146 | } |
---|
147 | |
---|
148 | |
---|
149 | /** |
---|
150 | \brief is called, when the weapon gets hit (=collide with something) |
---|
151 | \param from which entity it is been hit |
---|
152 | \param where it is been hit |
---|
153 | |
---|
154 | this may not be used, since it would make the game relay complicated when one |
---|
155 | can destroy the weapons of enemies or vice versa. |
---|
156 | */ |
---|
157 | void TestGun::hit (WorldEntity* entity, Vector* position) |
---|
158 | {} |
---|
159 | |
---|
160 | |
---|
161 | /** |
---|
162 | \brief is called, when the weapon is destroyed |
---|
163 | |
---|
164 | this is in conjunction with the hit function, so when a weapon is able to get |
---|
165 | hit, it can also be destoryed. |
---|
166 | */ |
---|
167 | void TestGun::destroy () |
---|
168 | {} |
---|
169 | |
---|
170 | |
---|
171 | /** |
---|
172 | \brief tick signal for time dependent/driven stuff |
---|
173 | */ |
---|
174 | void TestGun::tick (float time) |
---|
175 | { |
---|
176 | this->localTime += time; |
---|
177 | } |
---|
178 | |
---|
179 | |
---|
180 | /** |
---|
181 | \brief is called, when there is no fire button pressed |
---|
182 | */ |
---|
183 | void TestGun::weaponIdle() |
---|
184 | {} |
---|
185 | |
---|
186 | |
---|
187 | /** |
---|
188 | \brief this will draw the weapon |
---|
189 | */ |
---|
190 | void TestGun::draw () |
---|
191 | { |
---|
192 | |
---|
193 | /* draw gun body 1 */ |
---|
194 | glMatrixMode(GL_MODELVIEW); |
---|
195 | glPushMatrix(); |
---|
196 | float matrix[4][4]; |
---|
197 | |
---|
198 | if( this->leftRight == 0) |
---|
199 | { |
---|
200 | glTranslatef (this->getAbsCoor ().x, |
---|
201 | this->getAbsCoor ().y, |
---|
202 | this->getAbsCoor ().z); |
---|
203 | |
---|
204 | this->getAbsDir ().matrix (matrix); |
---|
205 | glMultMatrixf((float*)matrix); |
---|
206 | this->model->draw(1); |
---|
207 | } |
---|
208 | else if( this->leftRight == 1) |
---|
209 | { |
---|
210 | glTranslatef (this->getAbsCoor ().x, |
---|
211 | this->getAbsCoor ().y, |
---|
212 | this->getAbsCoor ().z); |
---|
213 | |
---|
214 | this->getAbsDir ().matrix (matrix); |
---|
215 | glMultMatrixf((float*)matrix); |
---|
216 | glScalef(1.0, 1.0, -1.0); |
---|
217 | this->model->draw(1); |
---|
218 | } |
---|
219 | |
---|
220 | glPopMatrix(); |
---|
221 | |
---|
222 | |
---|
223 | /* draw gun coil 1 */ |
---|
224 | glMatrixMode(GL_MODELVIEW); |
---|
225 | glPushMatrix(); |
---|
226 | |
---|
227 | glTranslatef (this->dummy1->getAbsCoor ().x, |
---|
228 | this->dummy1->getAbsCoor ().y, |
---|
229 | this->dummy1->getAbsCoor ().z); |
---|
230 | |
---|
231 | this->dummy1->getAbsDir ().matrix (matrix); |
---|
232 | glMultMatrixf((float*)matrix); |
---|
233 | this->model->draw(0); |
---|
234 | glPopMatrix(); |
---|
235 | } |
---|
236 | |
---|