[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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[4940] | 35 | #include "fast_factory.h" |
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[4287] | 36 | |
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[4931] | 37 | |
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[3618] | 38 | using namespace std; |
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| 39 | |
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[5622] | 40 | CREATE_FACTORY(Cannon, CL_CANNON); |
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[3618] | 41 | |
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| 42 | /** |
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[4836] | 43 | * standard constructor |
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[3618] | 44 | |
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| 45 | creates a new weapon |
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| 46 | */ |
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[5745] | 47 | Cannon::Cannon () |
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| 48 | : Weapon() |
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[3683] | 49 | { |
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[4974] | 50 | this->init(); |
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[4972] | 51 | } |
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[4885] | 52 | |
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| 53 | |
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[5621] | 54 | Cannon::Cannon(const TiXmlElement* root) |
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[4972] | 55 | { |
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| 56 | this->init(); |
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| 57 | this->loadParams(root); |
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| 58 | } |
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| 59 | |
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| 60 | /** |
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| 61 | * standard deconstructor |
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| 62 | */ |
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[5621] | 63 | Cannon::~Cannon () |
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[4972] | 64 | { |
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| 65 | // model will be deleted from WorldEntity-destructor |
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| 66 | } |
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| 67 | |
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| 68 | |
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[5621] | 69 | void Cannon::init() |
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[4972] | 70 | { |
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[5621] | 71 | this->setClassID(CL_CANNON, "Cannon"); |
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[4972] | 72 | |
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[5053] | 73 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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[4972] | 74 | |
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[5621] | 75 | this->loadModel("models/guns/cannon.obj"); |
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[5053] | 76 | |
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[5744] | 77 | this->setStateDuration(WS_SHOOTING, 2.0); |
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[5457] | 78 | this->setStateDuration(WS_RELOADING, .1); |
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[5744] | 79 | this->setStateDuration(WS_ACTIVATING, .1); |
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[4910] | 80 | this->setStateDuration(WS_DEACTIVATING, .4); |
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[4885] | 81 | |
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[5828] | 82 | this->setMaximumEnergy(100, 20); |
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| 83 | this->increaseEnergy(100); |
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[4927] | 84 | //this->minCharge = 2; |
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[4885] | 85 | |
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[5819] | 86 | this->setActionSound(WA_SHOOT, "sound/explo.wav"); |
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| 87 | this->setActionSound(WA_ACTIVATE, "sound/voices/cannon.wav"); |
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[4934] | 88 | |
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[5441] | 89 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5744] | 90 | this->setProjectileType(CL_BOMB); |
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| 91 | this->prepareProjectiles(5); |
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[5457] | 92 | |
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[5623] | 93 | // this->objectComponent1 = new PNode(); |
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| 94 | // Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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| 95 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 96 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 97 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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| 98 | // this->addChild(this->objectComponent1); |
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| 99 | |
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| 100 | // animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 101 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 102 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 103 | |
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| 104 | this->setEmissionPoint(3.8, 1.2, 0); |
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| 105 | |
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| 106 | // animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 107 | // animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 108 | // animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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| 109 | |
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| 110 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 111 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 112 | |
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| 113 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 114 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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[3683] | 115 | } |
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[3618] | 116 | |
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| 117 | |
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[5621] | 118 | void Cannon::loadParams(const TiXmlElement* root) |
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[3618] | 119 | { |
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[4972] | 120 | |
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| 121 | |
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[3618] | 122 | } |
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| 123 | |
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| 124 | |
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| 125 | /** |
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[4836] | 126 | * this activates the weapon |
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[3618] | 127 | |
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[4592] | 128 | This is needed, since there can be more than one weapon on a ship. the |
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| 129 | activation can be connected with an animation. for example the weapon is |
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| 130 | been armed out. |
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[3618] | 131 | */ |
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[5621] | 132 | void Cannon::activate() |
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[3980] | 133 | { |
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| 134 | } |
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[3618] | 135 | |
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| 136 | |
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| 137 | /** |
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[4836] | 138 | * this deactivates the weapon |
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[3618] | 139 | |
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[4592] | 140 | This is needed, since there can be more than one weapon on a ship. the |
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| 141 | activation can be connected with an animation. for example the weapon is |
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[3618] | 142 | been armed out. |
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| 143 | */ |
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[5621] | 144 | void Cannon::deactivate() |
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[3980] | 145 | { |
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| 146 | } |
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[3618] | 147 | |
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| 148 | |
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| 149 | /** |
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[4836] | 150 | * fires the weapon |
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[4592] | 151 | |
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[3618] | 152 | this is called from the player.cc, when fire-button is been pushed |
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[4836] | 153 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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[3618] | 154 | */ |
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[5621] | 155 | void Cannon::fire() |
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[3620] | 156 | { |
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[5356] | 157 | Projectile* pj = this->getProjectile(); |
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| 158 | if (pj == NULL) |
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| 159 | return; |
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[3888] | 160 | |
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[6074] | 161 | pj->setParent(PNode::getNullParent()); |
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[5000] | 162 | |
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[5744] | 163 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); |
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[4955] | 164 | |
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[4927] | 165 | pj->setAbsCoor(this->getEmissionPoint()); |
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[3708] | 166 | pj->setAbsDir(this->getAbsDir()); |
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[5443] | 167 | pj->activate(); |
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[3620] | 168 | } |
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[3618] | 169 | |
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| 170 | /** |
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[4836] | 171 | * is called, when the weapon is destroyed |
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[5498] | 172 | * |
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| 173 | * this is in conjunction with the hit function, so when a weapon is able to get |
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| 174 | * hit, it can also be destoryed. |
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[3618] | 175 | */ |
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[5621] | 176 | void Cannon::destroy () |
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[3618] | 177 | {} |
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| 178 | |
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| 179 | /** |
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[4836] | 180 | * this will draw the weapon |
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[3618] | 181 | */ |
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[5621] | 182 | void Cannon::draw () const |
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[3750] | 183 | { |
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[3886] | 184 | /* draw gun body */ |
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[3750] | 185 | glMatrixMode(GL_MODELVIEW); |
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| 186 | glPushMatrix(); |
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[4592] | 187 | glTranslatef (this->getAbsCoor ().x, |
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| 188 | this->getAbsCoor ().y, |
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| 189 | this->getAbsCoor ().z); |
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[5000] | 190 | |
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| 191 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 192 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 193 | |
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[5994] | 194 | this->getModel()->draw(); |
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[3752] | 195 | glPopMatrix(); |
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| 196 | |
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[3886] | 197 | /* draw objectComponent1: gun coil - animated stuff */ |
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[5621] | 198 | /* glMatrixMode(GL_MODELVIEW); |
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[3752] | 199 | glPushMatrix(); |
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[4592] | 200 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
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| 201 | this->objectComponent1->getAbsCoor ().y, |
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| 202 | this->objectComponent1->getAbsCoor ().z); |
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[5000] | 203 | tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); |
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| 204 | glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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[3752] | 205 | this->model->draw(0); |
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[5621] | 206 | |
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| 207 | glPopMatrix();*/ |
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[3750] | 208 | } |
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[3618] | 209 | |
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