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 | #include "sound_engine.h" |
---|
34 | |
---|
35 | #include "object_manager.h" |
---|
36 | |
---|
37 | using namespace std; |
---|
38 | |
---|
39 | |
---|
40 | /** |
---|
41 | \brief standard constructor |
---|
42 | |
---|
43 | creates a new weapon |
---|
44 | */ |
---|
45 | TestGun::TestGun (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) |
---|
46 | : Weapon (parent, coordinate, direction) |
---|
47 | { |
---|
48 | this->setClassID(CL_TEST_GUN, "TestGun"); |
---|
49 | this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN); |
---|
50 | this->idleTime = 0.2f; |
---|
51 | this->leftRight = leftRight; |
---|
52 | |
---|
53 | this->objectComponent1 = new PNode(); |
---|
54 | this->animation1 = new Animation3D(this->objectComponent1); |
---|
55 | this->animation2 = new Animation3D(this); |
---|
56 | this->animation3 = new Animation3D(this); |
---|
57 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
---|
58 | this->addChild(this->objectComponent1, PNODE_ALL); |
---|
59 | |
---|
60 | this->animation1->setInfinity(ANIM_INF_CONSTANT); |
---|
61 | this->animation2->setInfinity(ANIM_INF_CONSTANT); |
---|
62 | this->animation3->setInfinity(ANIM_INF_CONSTANT); |
---|
63 | if( this->leftRight == W_LEFT) |
---|
64 | { |
---|
65 | this->projectileOffset = Vector(1.0, 0.0, -0.35); |
---|
66 | |
---|
67 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
68 | this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
69 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
---|
70 | |
---|
71 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
72 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
73 | |
---|
74 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
75 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
76 | } |
---|
77 | else if( this->leftRight == W_RIGHT) |
---|
78 | { |
---|
79 | this->projectileOffset = Vector(1.0, 0.0, 0.5); |
---|
80 | |
---|
81 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
---|
82 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
83 | this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
84 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
---|
85 | |
---|
86 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
87 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
88 | |
---|
89 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
90 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
---|
91 | } |
---|
92 | |
---|
93 | this->fireSound = (SoundBuffer*)ResourceManager::getInstance()->load("sound/shot1.wav", WAV); |
---|
94 | this->weaponSource = new SoundSource(this->fireSound, this); |
---|
95 | this->weaponSource->setRolloffFactor(.1); |
---|
96 | Projectile* p = new TestBullet(this); |
---|
97 | ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p); |
---|
98 | //ObjectManager::getInstance()->debug(); |
---|
99 | } |
---|
100 | |
---|
101 | |
---|
102 | /** |
---|
103 | \brief standard deconstructor |
---|
104 | */ |
---|
105 | TestGun::~TestGun () |
---|
106 | { |
---|
107 | // model will be deleted from WorldEntity-destructor |
---|
108 | } |
---|
109 | |
---|
110 | |
---|
111 | /** |
---|
112 | \brief this activates 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::activate() |
---|
119 | { |
---|
120 | this->animation2->replay(); |
---|
121 | } |
---|
122 | |
---|
123 | |
---|
124 | /** |
---|
125 | \brief this deactivates the weapon |
---|
126 | |
---|
127 | This is needed, since there can be more than one weapon on a ship. the |
---|
128 | activation can be connected with an animation. for example the weapon is |
---|
129 | been armed out. |
---|
130 | */ |
---|
131 | void TestGun::deactivate() |
---|
132 | { |
---|
133 | this->animation3->replay(); |
---|
134 | } |
---|
135 | |
---|
136 | |
---|
137 | /** |
---|
138 | \brief fires the weapon |
---|
139 | |
---|
140 | this is called from the player.cc, when fire-button is been pushed |
---|
141 | \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
---|
142 | */ |
---|
143 | void TestGun::fire() |
---|
144 | { |
---|
145 | if( !this->hasWeaponIdleTimeElapsed()) |
---|
146 | { |
---|
147 | this->weaponIdle(); |
---|
148 | return; |
---|
149 | } |
---|
150 | |
---|
151 | Projectile* pj = dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET)); |
---|
152 | weaponSource->play(); |
---|
153 | |
---|
154 | pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset); |
---|
155 | pj->setAbsDir(this->getAbsDir()); |
---|
156 | pj->setVelocity(this->getVelocity()); |
---|
157 | this->worldEntities->add(pj); |
---|
158 | this->localTime = 0; |
---|
159 | |
---|
160 | this->animation1->replay(); |
---|
161 | } |
---|
162 | |
---|
163 | |
---|
164 | /** |
---|
165 | \brief is called, when the weapon gets hit (=collide with something) |
---|
166 | \param from which entity it is been hit |
---|
167 | \param where it is been hit |
---|
168 | |
---|
169 | this may not be used, since it would make the game relay complicated when one |
---|
170 | can destroy the weapons of enemies or vice versa. |
---|
171 | */ |
---|
172 | void TestGun::hit (WorldEntity* entity, Vector* position) |
---|
173 | {} |
---|
174 | |
---|
175 | |
---|
176 | /** |
---|
177 | \brief is called, when the weapon is destroyed |
---|
178 | |
---|
179 | this is in conjunction with the hit function, so when a weapon is able to get |
---|
180 | hit, it can also be destoryed. |
---|
181 | */ |
---|
182 | void TestGun::destroy () |
---|
183 | {} |
---|
184 | |
---|
185 | |
---|
186 | /** |
---|
187 | \brief tick signal for time dependent/driven stuff |
---|
188 | */ |
---|
189 | void TestGun::tick (float time) |
---|
190 | { |
---|
191 | this->localTime += time; |
---|
192 | } |
---|
193 | |
---|
194 | |
---|
195 | /** |
---|
196 | \brief is called, when there is no fire button pressed |
---|
197 | */ |
---|
198 | void TestGun::weaponIdle() |
---|
199 | {} |
---|
200 | |
---|
201 | |
---|
202 | /** |
---|
203 | \brief this will draw the weapon |
---|
204 | */ |
---|
205 | void TestGun::draw () |
---|
206 | { |
---|
207 | /* draw gun body */ |
---|
208 | glMatrixMode(GL_MODELVIEW); |
---|
209 | glPushMatrix(); |
---|
210 | float matrix[4][4]; |
---|
211 | glTranslatef (this->getAbsCoor ().x, |
---|
212 | this->getAbsCoor ().y, |
---|
213 | this->getAbsCoor ().z); |
---|
214 | this->getAbsDir ().matrix (matrix); |
---|
215 | glMultMatrixf((float*)matrix); |
---|
216 | if( this->leftRight == W_RIGHT) |
---|
217 | glScalef(1.0, 1.0, -1.0); |
---|
218 | this->model->draw(1); |
---|
219 | glPopMatrix(); |
---|
220 | |
---|
221 | /* draw objectComponent1: gun coil - animated stuff */ |
---|
222 | glMatrixMode(GL_MODELVIEW); |
---|
223 | glPushMatrix(); |
---|
224 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
---|
225 | this->objectComponent1->getAbsCoor ().y, |
---|
226 | this->objectComponent1->getAbsCoor ().z); |
---|
227 | this->objectComponent1->getAbsDir ().matrix (matrix); |
---|
228 | glMultMatrixf((float*)matrix); |
---|
229 | this->model->draw(0); |
---|
230 | glPopMatrix(); |
---|
231 | } |
---|
232 | |
---|