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source: orxonox.OLD/trunk/src/world_entities/weapons/cannon.cc @ 8896

Last change on this file since 8896 was 8777, checked in by patrick, 18 years ago

trunk: damage and distruction reimplemented

File size: 5.0 KB
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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"
[6434]27#include "world_entities/projectiles/projectile.h"
[4955]28#include "weapon_manager.h"
[7193]29#include "util/loading/factory.h"
[3618]30
31#include "vector.h"
[3851]32#include "animation3d.h"
[3618]33
[4940]34#include "fast_factory.h"
[4287]35
[4931]36
[3618]37using namespace std;
38
[5622]39CREATE_FACTORY(Cannon, CL_CANNON);
[3618]40
41/**
[4836]42 *  standard constructor
[3618]43
44   creates a new weapon
45*/
[5745]46Cannon::Cannon ()
47  : Weapon()
[3683]48{
[4974]49  this->init();
[4972]50}
[4885]51
52
[5621]53Cannon::Cannon(const TiXmlElement* root)
[4972]54{
55  this->init();
[6517]56  if (root != NULL)
57    this->loadParams(root);
[4972]58}
59
60/**
61 *  standard deconstructor
62*/
[5621]63Cannon::~Cannon ()
[4972]64{
65  // model will be deleted from WorldEntity-destructor
66}
67
68
[5621]69void Cannon::init()
[4972]70{
[5621]71  this->setClassID(CL_CANNON, "Cannon");
[4972]72
[5053]73//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
[4972]74
[6811]75  this->loadModel("models/guns/cannon.obj", 1.0);
[5053]76
[5744]77  this->setStateDuration(WS_SHOOTING, 2.0);
[5457]78  this->setStateDuration(WS_RELOADING, .1);
[5744]79  this->setStateDuration(WS_ACTIVATING, .1);
[4910]80  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]81
[6671]82  this->setEnergyMax(100);
[5828]83  this->increaseEnergy(100);
[4927]84  //this->minCharge = 2;
[4885]85
[5819]86  this->setActionSound(WA_SHOOT, "sound/explo.wav");
87  this->setActionSound(WA_ACTIVATE, "sound/voices/cannon.wav");
[4934]88
[6803]89  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY);
[5744]90  this->setProjectileType(CL_BOMB);
91  this->prepareProjectiles(5);
[5457]92
[5623]93//  this->objectComponent1 = new PNode();
94//  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
95  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
96  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
97  //parent->addChild(this->objectComponent1, PNODE_ALL);
98//  this->addChild(this->objectComponent1);
99
100//  animation1->setInfinity(ANIM_INF_CONSTANT);
101  animation2->setInfinity(ANIM_INF_CONSTANT);
102  animation3->setInfinity(ANIM_INF_CONSTANT);
103
104  this->setEmissionPoint(3.8, 1.2, 0);
105
106//     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
107//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
108//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
109
110  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
111  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
112
113  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
114  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[3683]115}
[3618]116
117
[5621]118void Cannon::loadParams(const TiXmlElement* root)
[3618]119{
[6512]120  Weapon::loadParams(root);
[3618]121}
122
123
124/**
[4836]125 *  this activates the weapon
[3618]126
[4592]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.
[3618]130*/
[5621]131void Cannon::activate()
[3980]132{
133}
[3618]134
135
136/**
[4836]137 *  this deactivates the weapon
[3618]138
[4592]139   This is needed, since there can be more than one weapon on a ship. the
140   activation can be connected with an animation. for example the weapon is
[3618]141   been armed out.
142*/
[5621]143void Cannon::deactivate()
[3980]144{
145}
[3618]146
147
148/**
[4836]149 *  fires the weapon
[4592]150
[3618]151   this is called from the player.cc, when fire-button is been pushed
[4836]152   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]153*/
[5621]154void Cannon::fire()
[3620]155{
[5356]156  Projectile* pj =  this->getProjectile();
157  if (pj == NULL)
158    return;
[3888]159
[6074]160  pj->setParent(PNode::getNullParent());
[5000]161
[5744]162  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5));
[4955]163
[4927]164  pj->setAbsCoor(this->getEmissionPoint());
[3708]165  pj->setAbsDir(this->getAbsDir());
[5443]166  pj->activate();
[3620]167}
[3618]168
169
170/**
[4836]171 *  this will draw the weapon
[3618]172*/
[5621]173void Cannon::draw () const
[3750]174{
[3886]175  /* draw gun body */
[3750]176  glMatrixMode(GL_MODELVIEW);
177  glPushMatrix();
[4592]178  glTranslatef (this->getAbsCoor ().x,
179                this->getAbsCoor ().y,
180                this->getAbsCoor ().z);
[5000]181
182  Vector tmpRot = this->getAbsDir().getSpacialAxis();
183  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
184
[5994]185  this->getModel()->draw();
[3752]186  glPopMatrix();
187
[3886]188  /* draw objectComponent1: gun coil - animated stuff */
[5621]189/*  glMatrixMode(GL_MODELVIEW);
[3752]190  glPushMatrix();
[4592]191  glTranslatef (this->objectComponent1->getAbsCoor ().x,
192                this->objectComponent1->getAbsCoor ().y,
193                this->objectComponent1->getAbsCoor ().z);
[5000]194  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
195  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]196  this->model->draw(0);
[5621]197
198  glPopMatrix();*/
[3750]199}
[3618]200
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