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2 | |
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3 | /* |
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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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15 | co-programmer: |
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16 | |
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17 | |
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18 | @todo: direction in which the projectile flights |
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19 | @todo: a target to set/hit |
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20 | */ |
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21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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22 | |
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23 | #include "world_entities/projectiles/projectile.h" |
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24 | |
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25 | #include "world_entity.h" |
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26 | #include "static_model.h" |
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27 | #include "weapon_manager.h" |
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28 | #include "util/loading/factory.h" |
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29 | |
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30 | |
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31 | #include "fast_factory.h" |
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32 | |
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33 | #include "fps_sniper_rifle.h" |
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34 | |
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35 | |
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36 | #include "effects/explosion.h" |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | |
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41 | CREATE_FACTORY(FPSSniperRifle, CL_FPS_SNIPER_RIFLE); |
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42 | |
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43 | /** |
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44 | * standard constructor |
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45 | |
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46 | creates a new weapon |
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47 | */ |
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48 | FPSSniperRifle::FPSSniperRifle ( int leftRight) |
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49 | : Weapon() |
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50 | { |
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51 | this->init(); |
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52 | |
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53 | this->leftRight = leftRight; |
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54 | } |
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55 | |
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56 | |
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57 | FPSSniperRifle::FPSSniperRifle(const TiXmlElement* root) |
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58 | { |
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59 | this->init(); |
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60 | |
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61 | if (root != NULL) |
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62 | this->loadParams(root); |
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63 | } |
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64 | |
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65 | /** |
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66 | * standard deconstructor |
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67 | */ |
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68 | FPSSniperRifle::~FPSSniperRifle () |
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69 | { |
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70 | // model will be deleted from WorldEntity-destructor |
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71 | if( this->material != NULL) |
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72 | delete this->material; |
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73 | } |
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74 | |
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75 | |
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76 | void FPSSniperRifle::init() |
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77 | { |
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78 | this->setClassID(CL_FPS_SNIPER_RIFLE, "FPSSniperRifle"); |
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79 | |
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80 | this->loadModel("models/guns/fps_sniper_rifle.obj", 0.2); |
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81 | this->material = new Material(); |
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82 | this->material->setIllum(3); |
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83 | this->material->setAmbient(1.0, 1.0, 1.0); |
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84 | this->material->setDiffuseMap("maps/rifle01tex.jpg"); |
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85 | |
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86 | this->setStateDuration(WS_SHOOTING, .1); |
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87 | this->setStateDuration(WS_RELOADING, .1); |
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88 | this->setStateDuration(WS_ACTIVATING, .4); |
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89 | this->setStateDuration(WS_DEACTIVATING, .4); |
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90 | |
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91 | this->setEnergyMax(100000); |
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92 | this->increaseEnergy(100000); |
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93 | //this->minCharge = 2; |
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94 | |
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95 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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96 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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97 | |
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98 | |
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99 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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100 | this->setProjectileType(CL_LASER); |
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101 | this->prepareProjectiles(20); |
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102 | |
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103 | } |
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104 | |
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105 | |
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106 | void FPSSniperRifle::loadParams(const TiXmlElement* root) |
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107 | { |
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108 | Weapon::loadParams(root); |
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109 | |
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110 | } |
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111 | |
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112 | |
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113 | /** |
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114 | * this activates the weapon |
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115 | |
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116 | This is needed, since there can be more than one weapon on a ship. the |
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117 | activation can be connected with an animation. for example the weapon is |
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118 | been armed out. |
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119 | */ |
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120 | void FPSSniperRifle::activate() |
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121 | { |
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122 | } |
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123 | |
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124 | |
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125 | /** |
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126 | * this deactivates the weapon |
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127 | |
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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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131 | */ |
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132 | void FPSSniperRifle::deactivate() |
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133 | { |
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134 | } |
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135 | |
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136 | |
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137 | /** |
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138 | * fires the weapon |
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139 | |
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140 | this is called from the player.cc, when fire-button is been pushed |
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141 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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142 | */ |
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143 | void FPSSniperRifle::fire() |
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144 | { |
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145 | Projectile* pj = this->getProjectile(); |
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146 | if (pj == NULL) |
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147 | return; |
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148 | |
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149 | // Explosion::explode(this, Vector(0.1,0.1,0.1)); |
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150 | |
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151 | pj->setParent(this); |
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152 | pj->setParentMode(PNODE_ROTATE_AND_MOVE); |
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153 | |
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154 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*550 + VECTOR_RAND(5) ); |
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155 | |
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156 | pj->setAbsCoor(this->getEmissionPoint() + this->getAbsDirX() * 25.0f); |
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157 | pj->setAbsDir(this->getAbsDir()); |
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158 | pj->activate(); |
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159 | } |
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160 | |
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161 | |
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162 | |
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163 | |
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164 | /** |
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165 | * this will draw the weapon |
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166 | */ |
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167 | void FPSSniperRifle::draw () const |
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168 | { |
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169 | /* draw gun body */ |
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170 | glMatrixMode(GL_MODELVIEW); |
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171 | glPushMatrix(); |
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172 | glTranslatef (this->getAbsCoor ().x, |
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173 | this->getAbsCoor ().y, |
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174 | this->getAbsCoor ().z); |
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175 | |
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176 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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177 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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178 | |
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179 | if( this->leftRight == W_RIGHT) |
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180 | glScalef(1.0, 1.0, -1.0); |
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181 | |
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182 | this->material->select(); |
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183 | static_cast<StaticModel*>(this->getModel())->draw(); |
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184 | |
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185 | glPopMatrix(); |
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186 | |
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187 | } |
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188 | |
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189 | |
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190 | |
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