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| 2 |  | 
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| 3 | /* | 
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| 4 | orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 | Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 | This program is free software; you can redistribute it and/or modify | 
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| 9 | it under the terms of the GNU General Public License as published by | 
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| 10 | the Free Software Foundation; either version 2, or (at your option) | 
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| 11 | any later version. | 
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| 12 |  | 
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| 13 | ### File Specific | 
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| 14 | main-programmer: Patrick Boenzli | 
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| 15 | co-programmer: | 
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| 16 |  | 
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| 17 |  | 
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| 18 | \todo: direction in which the projectile flights | 
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| 19 | \todo: a target to set/hit | 
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| 20 | */ | 
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| 21 |  | 
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| 22 |  | 
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| 23 | #include "test_gun.h" | 
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| 24 |  | 
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| 25 | #include "stdincl.h" | 
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| 26 | #include "world_entity.h" | 
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| 27 | #include "model.h" | 
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| 28 | #include "test_bullet.h" | 
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| 29 |  | 
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| 30 | #include "vector.h" | 
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| 31 | #include "list.h" | 
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| 32 | #include "animation3d.h" | 
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| 33 |  | 
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| 34 | using namespace std; | 
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| 35 |  | 
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| 36 |  | 
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| 37 | /** | 
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| 38 | \brief standard constructor | 
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| 39 |  | 
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| 40 | creates a new weapon | 
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| 41 | */ | 
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| 42 | TestGun::TestGun (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) | 
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| 43 | :  Weapon (parent, coordinate, direction) | 
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| 44 | { | 
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| 45 | this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN); | 
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| 46 | this->idleTime = 0.2f; | 
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| 47 | this->leftRight = leftRight; | 
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| 48 |  | 
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| 49 | this->objectComponent1 = new PNode(); | 
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| 50 | this->animation1 = new Animation3D(this->objectComponent1); | 
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| 51 | this->animation2 = new Animation3D(this); | 
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| 52 | this->animation3 = new Animation3D(this); | 
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| 53 | //parent->addChild(this->objectComponent1, PNODE_ALL); | 
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| 54 | this->addChild(this->objectComponent1, PNODE_ALL); | 
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| 55 |  | 
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| 56 | this->animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 57 | this->animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 58 | this->animation3->setInfinity(ANIM_INF_CONSTANT); | 
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| 59 | if( this->leftRight == W_LEFT) | 
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| 60 | { | 
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| 61 | this->projectileOffset = Vector(1.0, 0.0, -0.35); | 
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| 62 |  | 
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| 63 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 64 | this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 65 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 66 |  | 
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| 67 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 68 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 69 |  | 
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| 70 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 71 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 72 | } | 
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| 73 | else if( this->leftRight == W_RIGHT) | 
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| 74 | { | 
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| 75 | this->projectileOffset = Vector(1.0, 0.0, 0.5); | 
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| 76 |  | 
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| 77 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); | 
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| 78 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 79 | this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 80 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 81 |  | 
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| 82 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 83 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 84 |  | 
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| 85 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 86 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 87 | } | 
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| 88 |  | 
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| 89 | } | 
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| 90 |  | 
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| 91 |  | 
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| 92 | /** | 
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| 93 | \brief standard deconstructor | 
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| 94 | */ | 
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| 95 | TestGun::~TestGun () | 
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| 96 | { | 
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| 97 | // model will be deleted from WorldEntity-destructor | 
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| 98 | } | 
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| 99 |  | 
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| 100 |  | 
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| 101 | /** | 
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| 102 | \brief this activates the weapon | 
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| 103 |  | 
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| 104 | This is needed, since there can be more than one weapon on a ship. the | 
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| 105 | activation can be connected with an animation. for example the weapon is | 
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| 106 | been armed out. | 
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| 107 | */ | 
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| 108 | void TestGun::activate() | 
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| 109 | { | 
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| 110 | this->animation2->replay(); | 
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| 111 | } | 
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| 112 |  | 
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| 113 |  | 
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| 114 | /** | 
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| 115 | \brief this deactivates the weapon | 
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| 116 |  | 
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| 117 | This is needed, since there can be more than one weapon on a ship. the | 
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| 118 | activation can be connected with an animation. for example the weapon is | 
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| 119 | been armed out. | 
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| 120 | */ | 
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| 121 | void TestGun::deactivate() | 
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| 122 | { | 
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| 123 | this->animation3->replay(); | 
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| 124 | } | 
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| 125 |  | 
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| 126 |  | 
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| 127 | /** | 
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| 128 | \brief fires the weapon | 
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| 129 |  | 
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| 130 | this is called from the player.cc, when fire-button is been pushed | 
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| 131 | */ | 
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| 132 | void TestGun::fire() | 
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| 133 | { | 
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| 134 | if( !this->hasWeaponIdleTimeElapsed()) | 
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| 135 | { | 
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| 136 | this->weaponIdle(); | 
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| 137 | return; | 
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| 138 | } | 
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| 139 |  | 
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| 140 | Projectile* pj = new TestBullet(this); | 
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| 141 | pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset); | 
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| 142 | pj->setAbsDir(this->getAbsDir()); | 
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| 143 | pj->setFlightDirection(this->getAbsDir()); | 
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| 144 | pj->setSpeed(this->getSpeed()); | 
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| 145 | this->worldEntities->add(pj); | 
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| 146 | this->localTime = 0; | 
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| 147 |  | 
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| 148 | this->animation1->replay(); | 
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| 149 | } | 
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| 150 |  | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | \brief is called, when the weapon gets hit (=collide with something) | 
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| 154 | \param from which entity it is been hit | 
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| 155 | \param where it is been hit | 
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| 156 |  | 
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| 157 | this may not be used, since it would make the game relay complicated when one | 
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| 158 | can destroy the weapons of enemies or vice versa. | 
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| 159 | */ | 
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| 160 | void TestGun::hit (WorldEntity* entity, Vector* position) | 
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| 161 | {} | 
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| 162 |  | 
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| 163 |  | 
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| 164 | /** | 
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| 165 | \brief is called, when the weapon is destroyed | 
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| 166 |  | 
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| 167 | this is in conjunction with the hit function, so when a weapon is able to get | 
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| 168 | hit, it can also be destoryed. | 
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| 169 | */ | 
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| 170 | void TestGun::destroy () | 
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| 171 | {} | 
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| 172 |  | 
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| 173 |  | 
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| 174 | /** | 
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| 175 | \brief tick signal for time dependent/driven stuff | 
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| 176 | */ | 
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| 177 | void TestGun::tick (float time) | 
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| 178 | { | 
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| 179 | this->localTime += time; | 
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| 180 | } | 
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| 181 |  | 
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| 182 |  | 
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| 183 | /** | 
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| 184 | \brief is called, when there is no fire button pressed | 
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| 185 | */ | 
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| 186 | void TestGun::weaponIdle() | 
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| 187 | {} | 
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| 188 |  | 
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| 189 |  | 
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| 190 | /** | 
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| 191 | \brief this will draw the weapon | 
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| 192 | */ | 
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| 193 | void TestGun::draw () | 
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| 194 | { | 
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| 195 | /* draw gun body */ | 
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| 196 | glMatrixMode(GL_MODELVIEW); | 
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| 197 | glPushMatrix(); | 
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| 198 | float matrix[4][4]; | 
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| 199 | glTranslatef (this->getAbsCoor ().x, | 
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| 200 | this->getAbsCoor ().y, | 
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| 201 | this->getAbsCoor ().z); | 
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| 202 | this->getAbsDir ().matrix (matrix); | 
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| 203 | glMultMatrixf((float*)matrix); | 
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| 204 | if( this->leftRight == W_RIGHT) | 
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| 205 | glScalef(1.0, 1.0, -1.0); | 
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| 206 | this->model->draw(1); | 
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| 207 | glPopMatrix(); | 
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| 208 |  | 
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| 209 | /* draw objectComponent1: gun coil - animated stuff */ | 
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| 210 | glMatrixMode(GL_MODELVIEW); | 
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| 211 | glPushMatrix(); | 
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| 212 | glTranslatef (this->objectComponent1->getAbsCoor ().x, | 
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| 213 | this->objectComponent1->getAbsCoor ().y, | 
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| 214 | this->objectComponent1->getAbsCoor ().z); | 
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| 215 | this->objectComponent1->getAbsDir ().matrix (matrix); | 
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| 216 | glMultMatrixf((float*)matrix); | 
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| 217 | this->model->draw(0); | 
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| 218 | glPopMatrix(); | 
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| 219 | } | 
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| 220 |  | 
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