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source: orxonox.OLD/orxonox/trunk/src/world_entities/test_gun.cc @ 3941

Last change on this file since 3941 was 3888, checked in by patrick, 20 years ago

orxonox/trunk: deconstructor cleanup in weapon/gun

File size: 4.7 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 "animation3d.h"
33
34using namespace std;
35
36
37/**
38   \brief standard constructor
39
40   creates a new weapon
41*/
42TestGun::TestGun (PNode* parent, const Vector& coordinate, const 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  this->objectComponent1 = new PNode();
50  this->animation1 = new Animation3D(this->objectComponent1);
51  parent->addChild(this->objectComponent1, PNODE_ALL);
52
53  this->animation1->setInfinity(ANIM_INF_CONSTANT);
54  // ANIM_LINEAR was ANIM_NEG_EXP
55  if( this->leftRight == W_LEFT)
56    {
57      this->projectileOffset = Vector(1.0, 0.0, -0.35);
58
59      this->animation1->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR); 
60      this->animation1->addKeyFrame(Vector(-3.0, 0.1, 3.0), Quaternion(), 0.5, ANIM_LINEAR);
61      this->animation1->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR);
62    }
63  else if( this->leftRight == W_RIGHT)
64    {
65      this->projectileOffset = Vector(1.0, 0.0, 0.5);
66
67      this->animation1->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.1, ANIM_LINEAR);
68      this->animation1->addKeyFrame(Vector(-3.0, 0.1, -2.5), Quaternion(), 0.5, ANIM_LINEAR);
69      this->animation1->addKeyFrame(Vector(-2.6, 0.1, -2.5), Quaternion(), 0.1, ANIM_LINEAR);
70    }
71}
72
73
74/**
75   \brief standard deconstructor
76*/
77TestGun::~TestGun () 
78{
79  // model will be deleted from WorldEntity-destructor
80}
81
82
83/**
84   \brief this activates the weapon
85
86   This is needed, since there can be more than one weapon on a ship. the
87   activation can be connected with an animation. for example the weapon is
88   been armed out.
89*/
90void TestGun::activate()
91{}
92
93
94/**
95   \brief this deactivates the weapon
96
97   This is needed, since there can be more than one weapon on a ship. the
98   activation can be connected with an animation. for example the weapon is
99   been armed out.
100*/
101void TestGun::deactivate()
102{}
103
104
105/**
106   \brief fires the weapon
107   
108   this is called from the player.cc, when fire-button is been pushed
109*/
110void TestGun::fire()
111{
112  if( !this->hasWeaponIdleTimeElapsed())
113    {
114      this->weaponIdle();
115      return;
116    }
117
118  Projectile* pj = new TestBullet(this);
119  pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset);
120  pj->setAbsDir(this->getAbsDir());
121  pj->setFlightDirection(this->getAbsDir());
122  pj->setSpeed(this->getSpeed());
123  this->worldEntities->add(pj);
124  this->localTime = 0;
125 
126  this->animation1->replay();
127}
128
129
130/**
131   \brief is called, when the weapon gets hit (=collide with something)
132   \param from which entity it is been hit
133   \param where it is been hit
134
135   this may not be used, since it would make the game relay complicated when one
136   can destroy the weapons of enemies or vice versa.
137*/
138void TestGun::hit (WorldEntity* entity, Vector* position) 
139{}
140
141
142/**
143   \brief is called, when the weapon is destroyed
144
145   this is in conjunction with the hit function, so when a weapon is able to get
146   hit, it can also be destoryed.
147*/
148void TestGun::destroy () 
149{}
150
151
152/**
153   \brief tick signal for time dependent/driven stuff
154*/
155void TestGun::tick (float time) 
156{
157  this->localTime += time;
158}
159
160
161/**
162   \brief is called, when there is no fire button pressed
163*/
164void TestGun::weaponIdle()
165{}
166
167
168/**
169   \brief this will draw the weapon
170*/
171void TestGun::draw () 
172{
173  /* draw gun body */
174  glMatrixMode(GL_MODELVIEW);
175  glPushMatrix();
176  float matrix[4][4];
177  glTranslatef (this->getAbsCoor ().x, 
178                this->getAbsCoor ().y, 
179                this->getAbsCoor ().z); 
180  this->getAbsDir ().matrix (matrix);
181  glMultMatrixf((float*)matrix);
182  if( this->leftRight == W_RIGHT)
183    glScalef(1.0, 1.0, -1.0);
184  this->model->draw(1);
185  glPopMatrix();
186
187  /* draw objectComponent1: gun coil - animated stuff */
188  glMatrixMode(GL_MODELVIEW);
189  glPushMatrix();
190  glTranslatef (this->objectComponent1->getAbsCoor ().x, 
191                this->objectComponent1->getAbsCoor ().y, 
192                this->objectComponent1->getAbsCoor ().z);
193  this->objectComponent1->getAbsDir ().matrix (matrix);
194  glMultMatrixf((float*)matrix);
195  this->model->draw(0);
196  glPopMatrix();
197}
198
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