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source: orxonox.OLD/trunk/src/world_entities/weapons/test_gun.cc @ 5717

Last change on this file since 5717 was 5500, checked in by bensch, 19 years ago

orxonox/trunk: all the WorldEntities now have a const function to draw themselves

File size: 6.1 KB
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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 *  is called, when the weapon is destroyed
196 *
197 * this is in conjunction with the hit function, so when a weapon is able to get
198 * hit, it can also be destoryed.
199*/
200void TestGun::destroy ()
201{}
202
203/**
204 *  this will draw the weapon
205*/
206void TestGun::draw () const
207{
208  /* draw gun body */
209  glMatrixMode(GL_MODELVIEW);
210  glPushMatrix();
211  glTranslatef (this->getAbsCoor ().x,
212                this->getAbsCoor ().y,
213                this->getAbsCoor ().z);
214
215  Vector tmpRot = this->getAbsDir().getSpacialAxis();
216  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
217
218  if( this->leftRight == W_RIGHT)
219    glScalef(1.0, 1.0, -1.0);
220  this->model->draw(1);
221  glPopMatrix();
222
223  /* draw objectComponent1: gun coil - animated stuff */
224  glMatrixMode(GL_MODELVIEW);
225  glPushMatrix();
226  glTranslatef (this->objectComponent1->getAbsCoor ().x,
227                this->objectComponent1->getAbsCoor ().y,
228                this->objectComponent1->getAbsCoor ().z);
229  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
230  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
231  this->model->draw(0);
232  glPopMatrix();
233}
234
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