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source: orxonox.OLD/orxonox/trunk/src/world_entities/test_gun.cc @ 4303

Last change on this file since 4303 was 4289, checked in by patrick, 20 years ago

orxonox/trunk: now all unused projectiles are added to the dead list and not deleted anymore

File size: 6.1 KB
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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#include "object_manager.h"
35
36using namespace std;
37
38
39/**
40   \brief standard constructor
41
42   creates a new weapon
43*/
44TestGun::TestGun (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) 
45  :  Weapon (parent, coordinate, direction) 
46{
47  this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN);
48  this->idleTime = 0.2f;
49  this->leftRight = leftRight;
50
51  this->objectComponent1 = new PNode();
52  this->animation1 = new Animation3D(this->objectComponent1);
53  this->animation2 = new Animation3D(this);
54  this->animation3 = new Animation3D(this);
55  //parent->addChild(this->objectComponent1, PNODE_ALL);
56  this->addChild(this->objectComponent1, PNODE_ALL);
57
58  this->animation1->setInfinity(ANIM_INF_CONSTANT);
59  this->animation2->setInfinity(ANIM_INF_CONSTANT);
60  this->animation3->setInfinity(ANIM_INF_CONSTANT);
61  if( this->leftRight == W_LEFT)
62    {
63      this->projectileOffset = Vector(1.0, 0.0, -0.35);
64
65      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
66      this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
67      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
68
69      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
70      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
71
72      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
73      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
74    }
75  else if( this->leftRight == W_RIGHT)
76    {
77      this->projectileOffset = Vector(1.0, 0.0, 0.5);
78
79      this->objectComponent1->setRelCoor(Vector(0,0,0.35));
80      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
81      this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
82      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
83
84      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
85      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
86
87      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
88      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
89    }
90
91  BaseObject* p = new TestBullet(this);
92  ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, *p);
93  ObjectManager::getInstance()->debug();
94}
95
96
97/**
98   \brief standard deconstructor
99*/
100TestGun::~TestGun () 
101{
102  // model will be deleted from WorldEntity-destructor
103}
104
105
106/**
107   \brief this activates the weapon
108
109   This is needed, since there can be more than one weapon on a ship. the
110   activation can be connected with an animation. for example the weapon is
111   been armed out.
112*/
113void TestGun::activate()
114{
115  this->animation2->replay();
116}
117
118
119/**
120   \brief this deactivates the weapon
121
122   This is needed, since there can be more than one weapon on a ship. the
123   activation can be connected with an animation. for example the weapon is
124   been armed out.
125*/
126void TestGun::deactivate()
127{
128  this->animation3->replay();
129}
130
131
132/**
133   \brief fires the weapon
134   
135   this is called from the player.cc, when fire-button is been pushed
136*/
137void TestGun::fire()
138{
139  if( !this->hasWeaponIdleTimeElapsed())
140    {
141      this->weaponIdle();
142      return;
143    }
144
145  Projectile* pj = new TestBullet(this);
146  pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset);
147  pj->setAbsDir(this->getAbsDir());
148  pj->setFlightDirection(this->getAbsDir());
149  pj->setSpeed(this->getSpeed());
150  this->worldEntities->add(pj);
151  this->localTime = 0;
152 
153  this->animation1->replay();
154}
155
156
157/**
158   \brief is called, when the weapon gets hit (=collide with something)
159   \param from which entity it is been hit
160   \param where it is been hit
161
162   this may not be used, since it would make the game relay complicated when one
163   can destroy the weapons of enemies or vice versa.
164*/
165void TestGun::hit (WorldEntity* entity, Vector* position) 
166{}
167
168
169/**
170   \brief is called, when the weapon is destroyed
171
172   this is in conjunction with the hit function, so when a weapon is able to get
173   hit, it can also be destoryed.
174*/
175void TestGun::destroy () 
176{}
177
178
179/**
180   \brief tick signal for time dependent/driven stuff
181*/
182void TestGun::tick (float time) 
183{
184  this->localTime += time;
185}
186
187
188/**
189   \brief is called, when there is no fire button pressed
190*/
191void TestGun::weaponIdle()
192{}
193
194
195/**
196   \brief this will draw the weapon
197*/
198void TestGun::draw () 
199{
200  /* draw gun body */
201  glMatrixMode(GL_MODELVIEW);
202  glPushMatrix();
203  float matrix[4][4];
204  glTranslatef (this->getAbsCoor ().x, 
205                this->getAbsCoor ().y, 
206                this->getAbsCoor ().z); 
207  this->getAbsDir ().matrix (matrix);
208  glMultMatrixf((float*)matrix);
209  if( this->leftRight == W_RIGHT)
210    glScalef(1.0, 1.0, -1.0);
211  this->model->draw(1);
212  glPopMatrix();
213
214  /* draw objectComponent1: gun coil - animated stuff */
215  glMatrixMode(GL_MODELVIEW);
216  glPushMatrix();
217  glTranslatef (this->objectComponent1->getAbsCoor ().x, 
218                this->objectComponent1->getAbsCoor ().y, 
219                this->objectComponent1->getAbsCoor ().z);
220  this->objectComponent1->getAbsDir ().matrix (matrix);
221  glMultMatrixf((float*)matrix);
222  this->model->draw(0);
223  glPopMatrix();
224}
225
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