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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 | #include "object_manager.h" |
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35 | |
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36 | using namespace std; |
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37 | |
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38 | |
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39 | /** |
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40 | \brief standard constructor |
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41 | |
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42 | creates a new weapon |
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43 | */ |
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44 | TestGun::TestGun (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) |
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45 | : Weapon (parent, coordinate, direction) |
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46 | { |
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47 | this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN); |
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48 | this->idleTime = 0.2f; |
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49 | this->leftRight = leftRight; |
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50 | |
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51 | this->objectComponent1 = new PNode(); |
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52 | this->animation1 = new Animation3D(this->objectComponent1); |
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53 | this->animation2 = new Animation3D(this); |
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54 | this->animation3 = new Animation3D(this); |
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55 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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56 | this->addChild(this->objectComponent1, PNODE_ALL); |
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57 | |
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58 | this->animation1->setInfinity(ANIM_INF_CONSTANT); |
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59 | this->animation2->setInfinity(ANIM_INF_CONSTANT); |
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60 | this->animation3->setInfinity(ANIM_INF_CONSTANT); |
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61 | if( this->leftRight == W_LEFT) |
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62 | { |
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63 | this->projectileOffset = Vector(1.0, 0.0, -0.35); |
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64 | |
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65 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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66 | this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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67 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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68 | |
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69 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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70 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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71 | |
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72 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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73 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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74 | } |
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75 | else if( this->leftRight == W_RIGHT) |
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76 | { |
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77 | this->projectileOffset = Vector(1.0, 0.0, 0.5); |
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78 | |
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79 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
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80 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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81 | this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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82 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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83 | |
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84 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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85 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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86 | |
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87 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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88 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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89 | } |
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90 | |
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91 | Projectile* p = new TestBullet(this); |
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92 | ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p); |
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93 | ObjectManager::getInstance()->debug(); |
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94 | } |
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95 | |
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96 | |
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97 | /** |
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98 | \brief standard deconstructor |
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99 | */ |
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100 | TestGun::~TestGun () |
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101 | { |
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102 | // model will be deleted from WorldEntity-destructor |
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103 | } |
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104 | |
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105 | |
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106 | /** |
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107 | \brief this activates the weapon |
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108 | |
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109 | This is needed, since there can be more than one weapon on a ship. the |
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110 | activation can be connected with an animation. for example the weapon is |
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111 | been armed out. |
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112 | */ |
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113 | void TestGun::activate() |
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114 | { |
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115 | this->animation2->replay(); |
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116 | } |
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117 | |
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118 | |
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119 | /** |
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120 | \brief this deactivates the weapon |
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121 | |
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122 | This is needed, since there can be more than one weapon on a ship. the |
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123 | activation can be connected with an animation. for example the weapon is |
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124 | been armed out. |
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125 | */ |
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126 | void TestGun::deactivate() |
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127 | { |
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128 | this->animation3->replay(); |
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129 | } |
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130 | |
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131 | |
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132 | /** |
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133 | \brief fires the weapon |
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134 | |
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135 | this is called from the player.cc, when fire-button is been pushed |
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136 | */ |
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137 | void TestGun::fire() |
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138 | { |
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139 | if( !this->hasWeaponIdleTimeElapsed()) |
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140 | { |
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141 | this->weaponIdle(); |
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142 | return; |
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143 | } |
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144 | |
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145 | Projectile* pj = (TestBullet*)ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET); |
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146 | |
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147 | //printf( "object ref %p\n", ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET)); |
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148 | |
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149 | //Projectile* pj = new TestBullet(this); |
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150 | pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset); |
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151 | pj->setAbsDir(this->getAbsDir()); |
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152 | pj->setFlightDirection(this->getAbsDir()); |
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153 | pj->setSpeed(this->getSpeed()); |
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154 | this->worldEntities->add(pj); |
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155 | this->localTime = 0; |
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156 | |
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157 | this->animation1->replay(); |
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158 | } |
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159 | |
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160 | |
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161 | /** |
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162 | \brief is called, when the weapon gets hit (=collide with something) |
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163 | \param from which entity it is been hit |
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164 | \param where it is been hit |
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165 | |
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166 | this may not be used, since it would make the game relay complicated when one |
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167 | can destroy the weapons of enemies or vice versa. |
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168 | */ |
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169 | void TestGun::hit (WorldEntity* entity, Vector* position) |
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170 | {} |
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171 | |
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172 | |
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173 | /** |
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174 | \brief is called, when the weapon is destroyed |
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175 | |
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176 | this is in conjunction with the hit function, so when a weapon is able to get |
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177 | hit, it can also be destoryed. |
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178 | */ |
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179 | void TestGun::destroy () |
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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 tick signal for time dependent/driven stuff |
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185 | */ |
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186 | void TestGun::tick (float time) |
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187 | { |
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188 | this->localTime += time; |
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189 | } |
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190 | |
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191 | |
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192 | /** |
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193 | \brief is called, when there is no fire button pressed |
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194 | */ |
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195 | void TestGun::weaponIdle() |
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196 | {} |
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197 | |
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198 | |
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199 | /** |
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200 | \brief this will draw the weapon |
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201 | */ |
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202 | void TestGun::draw () |
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203 | { |
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204 | /* draw gun body */ |
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205 | glMatrixMode(GL_MODELVIEW); |
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206 | glPushMatrix(); |
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207 | float matrix[4][4]; |
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208 | glTranslatef (this->getAbsCoor ().x, |
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209 | this->getAbsCoor ().y, |
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210 | this->getAbsCoor ().z); |
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211 | this->getAbsDir ().matrix (matrix); |
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212 | glMultMatrixf((float*)matrix); |
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213 | if( this->leftRight == W_RIGHT) |
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214 | glScalef(1.0, 1.0, -1.0); |
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215 | this->model->draw(1); |
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216 | glPopMatrix(); |
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217 | |
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218 | /* draw objectComponent1: gun coil - animated stuff */ |
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219 | glMatrixMode(GL_MODELVIEW); |
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220 | glPushMatrix(); |
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221 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
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222 | this->objectComponent1->getAbsCoor ().y, |
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223 | this->objectComponent1->getAbsCoor ().z); |
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224 | this->objectComponent1->getAbsDir ().matrix (matrix); |
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225 | glMultMatrixf((float*)matrix); |
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226 | this->model->draw(0); |
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227 | glPopMatrix(); |
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228 | } |
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229 | |
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