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source: orxonox.OLD/trunk/src/world_entities/weapons/cannon.cc @ 5988

Last change on this file since 5988 was 5930, checked in by bensch, 19 years ago

orxonox/trunk: remake of the SoundEngine (faster, and millions of SoundSources can be defined, as Many are not needed for playing

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[3618]1
2
[4592]3/*
[3618]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
[4592]15   co-programmer:
[3631]16
17
[4836]18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
[3618]20*/
[5357]21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[3618]22
[5621]23#include "cannon.h"
[3618]24
25#include "world_entity.h"
[3677]26#include "model.h"
[3710]27#include "test_bullet.h"
[4955]28#include "weapon_manager.h"
[5355]29#include "factory.h"
[3618]30
31#include "vector.h"
[3629]32#include "list.h"
[3851]33#include "animation3d.h"
[3618]34
[4979]35#include "null_parent.h"
36
[4940]37#include "fast_factory.h"
[4287]38
[4931]39
[3618]40using namespace std;
41
[5622]42CREATE_FACTORY(Cannon, CL_CANNON);
[3618]43
44/**
[4836]45 *  standard constructor
[3618]46
47   creates a new weapon
48*/
[5745]49Cannon::Cannon ()
50  : Weapon()
[3683]51{
[4974]52  this->init();
[4972]53}
[4885]54
55
[5621]56Cannon::Cannon(const TiXmlElement* root)
[4972]57{
58  this->init();
59  this->loadParams(root);
60}
61
62/**
63 *  standard deconstructor
64*/
[5621]65Cannon::~Cannon ()
[4972]66{
67  // model will be deleted from WorldEntity-destructor
68}
69
70
[5621]71void Cannon::init()
[4972]72{
[5621]73  this->setClassID(CL_CANNON, "Cannon");
[4972]74
[5053]75//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
[4972]76
[5621]77  this->loadModel("models/guns/cannon.obj");
[5053]78
[5744]79  this->setStateDuration(WS_SHOOTING, 2.0);
[5457]80  this->setStateDuration(WS_RELOADING, .1);
[5744]81  this->setStateDuration(WS_ACTIVATING, .1);
[4910]82  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]83
[5828]84  this->setMaximumEnergy(100, 20);
85  this->increaseEnergy(100);
[4927]86  //this->minCharge = 2;
[4885]87
[5819]88  this->setActionSound(WA_SHOOT, "sound/explo.wav");
89  this->setActionSound(WA_ACTIVATE, "sound/voices/cannon.wav");
[4934]90
[5441]91  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[5744]92  this->setProjectileType(CL_BOMB);
93  this->prepareProjectiles(5);
[5457]94
[5623]95//  this->objectComponent1 = new PNode();
96//  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
97  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
98  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
99  //parent->addChild(this->objectComponent1, PNODE_ALL);
100//  this->addChild(this->objectComponent1);
101
102//  animation1->setInfinity(ANIM_INF_CONSTANT);
103  animation2->setInfinity(ANIM_INF_CONSTANT);
104  animation3->setInfinity(ANIM_INF_CONSTANT);
105
106  this->setEmissionPoint(3.8, 1.2, 0);
107
108//     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
109//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
110//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
111
112  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
113  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
114
115  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
116  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[3683]117}
[3618]118
119
[5621]120void Cannon::loadParams(const TiXmlElement* root)
[3618]121{
[4972]122
123
[3618]124}
125
126
127/**
[4836]128 *  this activates the weapon
[3618]129
[4592]130   This is needed, since there can be more than one weapon on a ship. the
131   activation can be connected with an animation. for example the weapon is
132   been armed out.
[3618]133*/
[5621]134void Cannon::activate()
[3980]135{
136}
[3618]137
138
139/**
[4836]140 *  this deactivates the weapon
[3618]141
[4592]142   This is needed, since there can be more than one weapon on a ship. the
143   activation can be connected with an animation. for example the weapon is
[3618]144   been armed out.
145*/
[5621]146void Cannon::deactivate()
[3980]147{
148}
[3618]149
150
151/**
[4836]152 *  fires the weapon
[4592]153
[3618]154   this is called from the player.cc, when fire-button is been pushed
[4836]155   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]156*/
[5621]157void Cannon::fire()
[3620]158{
[5356]159  Projectile* pj =  this->getProjectile();
160  if (pj == NULL)
161    return;
[3888]162
[4979]163  pj->setParent(NullParent::getInstance());
[5000]164
[5744]165  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5));
[4955]166
[4927]167  pj->setAbsCoor(this->getEmissionPoint());
[3708]168  pj->setAbsDir(this->getAbsDir());
[5443]169  pj->activate();
[3620]170}
[3618]171
172/**
[4836]173 *  is called, when the weapon is destroyed
[5498]174 *
175 * this is in conjunction with the hit function, so when a weapon is able to get
176 * hit, it can also be destoryed.
[3618]177*/
[5621]178void Cannon::destroy ()
[3618]179{}
180
181/**
[4836]182 *  this will draw the weapon
[3618]183*/
[5621]184void Cannon::draw () const
[3750]185{
[3886]186  /* draw gun body */
[3750]187  glMatrixMode(GL_MODELVIEW);
188  glPushMatrix();
[4592]189  glTranslatef (this->getAbsCoor ().x,
190                this->getAbsCoor ().y,
191                this->getAbsCoor ().z);
[5000]192
193  Vector tmpRot = this->getAbsDir().getSpacialAxis();
194  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
195
[5621]196  this->model->draw();
[3752]197  glPopMatrix();
198
[3886]199  /* draw objectComponent1: gun coil - animated stuff */
[5621]200/*  glMatrixMode(GL_MODELVIEW);
[3752]201  glPushMatrix();
[4592]202  glTranslatef (this->objectComponent1->getAbsCoor ().x,
203                this->objectComponent1->getAbsCoor ().y,
204                this->objectComponent1->getAbsCoor ().z);
[5000]205  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
206  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]207  this->model->draw(0);
[5621]208
209  glPopMatrix();*/
[3750]210}
[3618]211
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