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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 "test_gun.h" |
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24 | |
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25 | #include "world_entity.h" |
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26 | #include "model.h" |
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27 | #include "test_bullet.h" |
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28 | #include "weapon_manager.h" |
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29 | #include "factory.h" |
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30 | |
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31 | #include "state.h" |
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32 | #include "vector.h" |
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33 | #include "list.h" |
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34 | #include "animation3d.h" |
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35 | #include "sound_engine.h" |
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36 | |
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37 | #include "null_parent.h" |
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38 | |
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39 | #include "fast_factory.h" |
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40 | |
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41 | |
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42 | using namespace std; |
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43 | |
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44 | CREATE_FACTORY(TestGun); |
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45 | |
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46 | /** |
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47 | * standard constructor |
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48 | |
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49 | creates a new weapon |
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50 | */ |
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51 | TestGun::TestGun (WeaponManager* weaponManager, int leftRight) |
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52 | : Weapon(weaponManager) |
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53 | { |
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54 | this->init(); |
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55 | |
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56 | |
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57 | this->leftRight = leftRight; |
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58 | |
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59 | this->objectComponent1 = new PNode(); |
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60 | Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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61 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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62 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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63 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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64 | this->addChild(this->objectComponent1); |
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65 | |
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66 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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67 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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68 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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69 | |
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70 | if( this->leftRight == W_LEFT) |
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71 | { |
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72 | this->setEmissionPoint(1.0, 0.0, -0.35); |
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73 | |
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74 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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75 | animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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76 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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77 | |
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78 | animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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79 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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80 | |
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81 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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82 | animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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83 | } |
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84 | else if( this->leftRight == W_RIGHT) |
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85 | { |
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86 | this->setEmissionPoint(1.0, 0.0, 0.5); |
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87 | |
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88 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
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89 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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90 | animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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91 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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92 | |
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93 | animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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94 | animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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95 | |
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96 | animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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97 | animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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98 | } |
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99 | } |
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100 | |
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101 | |
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102 | TestGun::TestGun(const TiXmlElement* root) |
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103 | { |
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104 | this->init(); |
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105 | this->loadParams(root); |
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106 | } |
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107 | |
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108 | /** |
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109 | * standard deconstructor |
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110 | */ |
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111 | TestGun::~TestGun () |
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112 | { |
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113 | // model will be deleted from WorldEntity-destructor |
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114 | } |
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115 | |
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116 | |
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117 | void TestGun::init() |
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118 | { |
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119 | this->setClassID(CL_TEST_GUN, "TestGun"); |
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120 | |
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121 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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122 | |
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123 | this->loadModel("models/guns/test_gun.obj"); |
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124 | |
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125 | this->setStateDuration(WS_SHOOTING, .3); |
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126 | this->setStateDuration(WS_RELOADING, .5); |
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127 | this->setStateDuration(WS_ACTIVATING, .4); |
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128 | this->setStateDuration(WS_DEACTIVATING, .4); |
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129 | |
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130 | this->setMaximumEnergy(1000, 100); |
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131 | this->increaseEnergy(1000); |
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132 | //this->minCharge = 2; |
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133 | |
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134 | this->setActionSound(WA_SHOOT, "sound/shot1.wav"); |
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135 | |
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136 | this->setProjectileType(CL_TEST_BULLET); |
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137 | this->prepareProjectiles(20); |
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138 | } |
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139 | |
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140 | |
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141 | void TestGun::loadParams(const TiXmlElement* root) |
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142 | { |
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143 | |
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144 | |
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145 | } |
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146 | |
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147 | |
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148 | /** |
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149 | * this activates the weapon |
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150 | |
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151 | This is needed, since there can be more than one weapon on a ship. the |
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152 | activation can be connected with an animation. for example the weapon is |
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153 | been armed out. |
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154 | */ |
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155 | void TestGun::activate() |
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156 | { |
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157 | } |
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158 | |
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159 | |
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160 | /** |
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161 | * this deactivates the weapon |
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162 | |
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163 | This is needed, since there can be more than one weapon on a ship. the |
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164 | activation can be connected with an animation. for example the weapon is |
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165 | been armed out. |
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166 | */ |
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167 | void TestGun::deactivate() |
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168 | { |
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169 | } |
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170 | |
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171 | |
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172 | /** |
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173 | * fires the weapon |
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174 | |
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175 | this is called from the player.cc, when fire-button is been pushed |
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176 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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177 | */ |
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178 | void TestGun::fire() |
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179 | { |
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180 | Projectile* pj = this->getProjectile(); |
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181 | if (pj == NULL) |
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182 | return; |
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183 | |
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184 | pj->setParent(NullParent::getInstance()); |
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185 | |
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186 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*20); |
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187 | |
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188 | pj->setAbsCoor(this->getEmissionPoint()); |
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189 | pj->setAbsDir(this->getAbsDir()); |
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190 | State::getWorldEntityList()->add(pj); |
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191 | } |
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192 | |
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193 | |
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194 | /** |
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195 | * is called, when the weapon gets hit (=collide with something) |
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196 | * @param from which entity it is been hit |
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197 | * @param where it is been hit |
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198 | |
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199 | this may not be used, since it would make the game relay complicated when one |
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200 | can destroy the weapons of enemies or vice versa. |
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201 | */ |
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202 | void TestGun::hit (WorldEntity* entity, Vector* position) |
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203 | {} |
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204 | |
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205 | |
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206 | /** |
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207 | * is called, when the weapon is destroyed |
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208 | |
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209 | this is in conjunction with the hit function, so when a weapon is able to get |
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210 | hit, it can also be destoryed. |
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211 | */ |
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212 | void TestGun::destroy () |
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213 | {} |
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214 | |
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215 | /** |
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216 | * this will draw the weapon |
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217 | */ |
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218 | void TestGun::draw () |
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219 | { |
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220 | /* draw gun body */ |
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221 | glMatrixMode(GL_MODELVIEW); |
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222 | glPushMatrix(); |
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223 | glTranslatef (this->getAbsCoor ().x, |
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224 | this->getAbsCoor ().y, |
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225 | this->getAbsCoor ().z); |
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226 | |
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227 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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228 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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229 | |
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230 | if( this->leftRight == W_RIGHT) |
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231 | glScalef(1.0, 1.0, -1.0); |
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232 | this->model->draw(1); |
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233 | glPopMatrix(); |
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234 | |
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235 | /* draw objectComponent1: gun coil - animated stuff */ |
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236 | glMatrixMode(GL_MODELVIEW); |
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237 | glPushMatrix(); |
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238 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
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239 | this->objectComponent1->getAbsCoor ().y, |
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240 | this->objectComponent1->getAbsCoor ().z); |
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241 | tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); |
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242 | glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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243 | this->model->draw(0); |
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244 | glPopMatrix(); |
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245 | } |
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246 | |
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