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source: orxonox.OLD/trunk/src/world_entities/weapons/test_gun.cc @ 5472

Last change on this file since 5472 was 5462, checked in by bensch, 19 years ago

orxonox/trunk: random distribution of the Lasers

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1
2
3/*
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
15   co-programmer:
16
17
18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
20*/
21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
22
23#include "test_gun.h"
24
25#include "world_entity.h"
26#include "model.h"
27#include "test_bullet.h"
28#include "weapon_manager.h"
29#include "factory.h"
30
31#include "vector.h"
32#include "list.h"
33#include "animation3d.h"
34#include "sound_engine.h"
35
36#include "null_parent.h"
37
38#include "fast_factory.h"
39
40
41using namespace std;
42
43CREATE_FACTORY(TestGun);
44
45/**
46 *  standard constructor
47
48   creates a new weapon
49*/
50TestGun::TestGun (WeaponManager* weaponManager, int leftRight)
51  : Weapon(weaponManager)
52{
53  this->init();
54
55
56  this->leftRight = leftRight;
57
58  this->objectComponent1 = new PNode();
59  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
60  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
61  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
62  //parent->addChild(this->objectComponent1, PNODE_ALL);
63  this->addChild(this->objectComponent1);
64
65  animation1->setInfinity(ANIM_INF_CONSTANT);
66  animation2->setInfinity(ANIM_INF_CONSTANT);
67  animation3->setInfinity(ANIM_INF_CONSTANT);
68
69  if( this->leftRight == W_LEFT)
70  {
71    this->setEmissionPoint(1.0, -0.6, -0.2);
72
73    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
74    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
75    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
76
77    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
78    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
79
80    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
81    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
82  }
83  else if( this->leftRight == W_RIGHT)
84  {
85    this->setEmissionPoint(1.0, -0.6, 0.3);
86
87    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
88    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
89    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
90    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
91
92    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
93    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
94
95    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
96    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
97  }
98}
99
100
101TestGun::TestGun(const TiXmlElement* root)
102{
103  this->init();
104  this->loadParams(root);
105}
106
107/**
108 *  standard deconstructor
109*/
110TestGun::~TestGun ()
111{
112  // model will be deleted from WorldEntity-destructor
113}
114
115
116void TestGun::init()
117{
118  this->setClassID(CL_TEST_GUN, "TestGun");
119
120//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
121
122  this->loadModel("models/guns/test_gun.obj");
123
124  this->setStateDuration(WS_SHOOTING, .1);
125  this->setStateDuration(WS_RELOADING, .1);
126  this->setStateDuration(WS_ACTIVATING, .4);
127  this->setStateDuration(WS_DEACTIVATING, .4);
128
129  this->setMaximumEnergy(1000, 100);
130  this->increaseEnergy(1000);
131  //this->minCharge = 2;
132
133  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
134
135  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
136  this->setProjectileType(CL_LASER);
137  this->prepareProjectiles(20);
138
139}
140
141
142void TestGun::loadParams(const TiXmlElement* root)
143{
144
145
146}
147
148
149/**
150 *  this activates the weapon
151
152   This is needed, since there can be more than one weapon on a ship. the
153   activation can be connected with an animation. for example the weapon is
154   been armed out.
155*/
156void TestGun::activate()
157{
158}
159
160
161/**
162 *  this deactivates the weapon
163
164   This is needed, since there can be more than one weapon on a ship. the
165   activation can be connected with an animation. for example the weapon is
166   been armed out.
167*/
168void TestGun::deactivate()
169{
170}
171
172
173/**
174 *  fires the weapon
175
176   this is called from the player.cc, when fire-button is been pushed
177   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
178*/
179void TestGun::fire()
180{
181  Projectile* pj =  this->getProjectile();
182  if (pj == NULL)
183    return;
184
185  pj->setParent(NullParent::getInstance());
186
187  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*50+VECTOR_RAND(5));
188
189  pj->setAbsCoor(this->getEmissionPoint());
190  pj->setAbsDir(this->getAbsDir());
191  pj->activate();
192}
193
194
195/**
196 *  is called, when the weapon gets hit (=collide with something)
197 * @param from which entity it is been hit
198 * @param where it is been hit
199
200   this may not be used, since it would make the game relay complicated when one
201   can destroy the weapons of enemies or vice versa.
202*/
203void TestGun::hit (WorldEntity* entity, Vector* position)
204{}
205
206
207/**
208 *  is called, when the weapon is destroyed
209
210   this is in conjunction with the hit function, so when a weapon is able to get
211   hit, it can also be destoryed.
212*/
213void TestGun::destroy ()
214{}
215
216/**
217 *  this will draw the weapon
218*/
219void TestGun::draw ()
220{
221  /* draw gun body */
222  glMatrixMode(GL_MODELVIEW);
223  glPushMatrix();
224  glTranslatef (this->getAbsCoor ().x,
225                this->getAbsCoor ().y,
226                this->getAbsCoor ().z);
227
228  Vector tmpRot = this->getAbsDir().getSpacialAxis();
229  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
230
231  if( this->leftRight == W_RIGHT)
232    glScalef(1.0, 1.0, -1.0);
233  this->model->draw(1);
234  glPopMatrix();
235
236  /* draw objectComponent1: gun coil - animated stuff */
237  glMatrixMode(GL_MODELVIEW);
238  glPushMatrix();
239  glTranslatef (this->objectComponent1->getAbsCoor ().x,
240                this->objectComponent1->getAbsCoor ().y,
241                this->objectComponent1->getAbsCoor ().z);
242  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
243  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
244  this->model->draw(0);
245  glPopMatrix();
246}
247
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