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