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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 | #include "world_entities/projectiles/projectile.h" |
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25 | |
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26 | #include "world_entity.h" |
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27 | #include "static_model.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 "animation3d.h" |
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32 | |
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33 | #include "fast_factory.h" |
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34 | |
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35 | |
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36 | using namespace std; |
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37 | |
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38 | CREATE_FACTORY(TestGun, CL_TEST_GUN); |
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39 | |
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40 | /** |
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41 | * standard constructor |
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42 | |
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43 | creates a new weapon |
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44 | */ |
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45 | TestGun::TestGun ( int leftRight) |
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46 | : Weapon() |
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47 | { |
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48 | this->init(); |
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49 | |
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50 | |
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51 | this->leftRight = leftRight; |
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52 | |
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53 | this->objectComponent1 = new PNode(); |
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54 | Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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55 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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56 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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57 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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58 | this->addChild(this->objectComponent1); |
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59 | |
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60 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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61 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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62 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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63 | |
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64 | if( this->leftRight == W_LEFT) |
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65 | { |
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66 | this->setEmissionPoint(1.0, -0.6, -0.2); |
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67 | |
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68 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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69 | animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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70 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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71 | |
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72 | animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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73 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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74 | |
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75 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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76 | animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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77 | } |
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78 | else if( this->leftRight == W_RIGHT) |
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79 | { |
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80 | this->setEmissionPoint(1.0, -0.6, 0.3); |
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81 | |
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82 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
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83 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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84 | animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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85 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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86 | |
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87 | animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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88 | animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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89 | |
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90 | animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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91 | animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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92 | } |
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93 | } |
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94 | |
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95 | |
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96 | TestGun::TestGun(const TiXmlElement* root) |
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97 | { |
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98 | this->init(); |
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99 | if (root != NULL) |
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100 | this->loadParams(root); |
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101 | } |
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102 | |
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103 | /** |
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104 | * standard deconstructor |
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105 | */ |
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106 | TestGun::~TestGun () |
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107 | { |
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108 | // model will be deleted from WorldEntity-destructor |
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109 | } |
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110 | |
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111 | |
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112 | void TestGun::init() |
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113 | { |
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114 | this->setClassID(CL_TEST_GUN, "TestGun"); |
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115 | |
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116 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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117 | |
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118 | this->loadModel("models/guns/test_gun.obj"); |
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119 | |
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120 | this->setStateDuration(WS_SHOOTING, .1); |
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121 | this->setStateDuration(WS_RELOADING, .1); |
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122 | this->setStateDuration(WS_ACTIVATING, .4); |
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123 | this->setStateDuration(WS_DEACTIVATING, .4); |
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124 | |
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125 | this->setEnergyMax(1000); |
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126 | this->increaseEnergy(1000); |
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127 | //this->minCharge = 2; |
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128 | |
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129 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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130 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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131 | |
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132 | |
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133 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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134 | this->setProjectileType(CL_LASER); |
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135 | this->prepareProjectiles(20); |
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136 | |
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137 | } |
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138 | |
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139 | |
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140 | void TestGun::loadParams(const TiXmlElement* root) |
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141 | { |
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142 | Weapon::loadParams(root); |
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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 | * this activates the weapon |
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149 | |
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150 | This is needed, since there can be more than one weapon on a ship. the |
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151 | activation can be connected with an animation. for example the weapon is |
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152 | been armed out. |
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153 | */ |
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154 | void TestGun::activate() |
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155 | { |
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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 | * this deactivates the weapon |
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161 | |
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162 | This is needed, since there can be more than one weapon on a ship. the |
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163 | activation can be connected with an animation. for example the weapon is |
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164 | been armed out. |
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165 | */ |
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166 | void TestGun::deactivate() |
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167 | { |
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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 | * fires the weapon |
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173 | |
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174 | this is called from the player.cc, when fire-button is been pushed |
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175 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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176 | */ |
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177 | void TestGun::fire() |
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178 | { |
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179 | Projectile* pj = this->getProjectile(); |
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180 | if (pj == NULL) |
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181 | return; |
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182 | |
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183 | pj->setParent(PNode::getNullParent()); |
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184 | |
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185 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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186 | |
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187 | pj->setAbsCoor(this->getEmissionPoint()); |
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188 | pj->setAbsDir(this->getAbsDir()); |
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189 | pj->activate(); |
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190 | } |
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191 | |
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192 | /** |
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193 | * is called, when the weapon is destroyed |
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194 | * |
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195 | * this is in conjunction with the hit function, so when a weapon is able to get |
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196 | * hit, it can also be destoryed. |
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197 | */ |
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198 | void TestGun::destroy () |
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199 | {} |
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200 | |
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201 | /** |
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202 | * this will draw the weapon |
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203 | */ |
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204 | void TestGun::draw () const |
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205 | { |
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206 | /* draw gun body */ |
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207 | glMatrixMode(GL_MODELVIEW); |
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208 | glPushMatrix(); |
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209 | glTranslatef (this->getAbsCoor ().x, |
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210 | this->getAbsCoor ().y, |
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211 | this->getAbsCoor ().z); |
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212 | |
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213 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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214 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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215 | |
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216 | if( this->leftRight == W_RIGHT) |
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217 | glScalef(1.0, 1.0, -1.0); |
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218 | static_cast<StaticModel*>(this->getModel())->draw(1); |
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219 | glPopMatrix(); |
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220 | |
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221 | /* draw objectComponent1: gun coil - animated stuff */ |
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222 | glPushMatrix(); |
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223 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
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224 | this->objectComponent1->getAbsCoor ().y, |
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225 | this->objectComponent1->getAbsCoor ().z); |
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226 | tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); |
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227 | glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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228 | static_cast<StaticModel*>(this->getModel())->draw(0); |
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229 | glPopMatrix(); |
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230 | } |
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231 | |
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