| 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 | #include "world_entities/projectiles/projectile.h" | 
|---|
| 25 |  | 
|---|
| 26 | #include "world_entity.h" | 
|---|
| 27 | #include "static_model.h" | 
|---|
| 28 | #include "weapon_manager.h" | 
|---|
| 29 | #include "util/loading/factory.h" | 
|---|
| 30 |  | 
|---|
| 31 | #include "animation3d.h" | 
|---|
| 32 |  | 
|---|
| 33 | #include "loading/fast_factory.h" | 
|---|
| 34 |  | 
|---|
| 35 |  | 
|---|
| 36 | ObjectListDefinition(TestGun); | 
|---|
| 37 | CREATE_FACTORY(TestGun); | 
|---|
| 38 | /** | 
|---|
| 39 |  *  standard constructor | 
|---|
| 40 |  | 
|---|
| 41 |    creates a new weapon | 
|---|
| 42 | */ | 
|---|
| 43 | TestGun::TestGun ( int leftRight) | 
|---|
| 44 |   : Weapon() | 
|---|
| 45 | { | 
|---|
| 46 |   this->init(); | 
|---|
| 47 |  | 
|---|
| 48 |  | 
|---|
| 49 |   this->leftRight = leftRight; | 
|---|
| 50 |  | 
|---|
| 51 |   this->objectComponent1 = new PNode(); | 
|---|
| 52 |   Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); | 
|---|
| 53 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
|---|
| 54 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
|---|
| 55 |   //parent->addChild(this->objectComponent1, PNODE_ALL); | 
|---|
| 56 |   this->addChild(this->objectComponent1); | 
|---|
| 57 |  | 
|---|
| 58 |   animation1->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 59 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 60 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 61 |  | 
|---|
| 62 |   if( this->leftRight == W_LEFT) | 
|---|
| 63 |   { | 
|---|
| 64 |     this->setEmissionPoint(1.0, -0.6, -0.2); | 
|---|
| 65 |  | 
|---|
| 66 |     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 67 |     animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 68 |     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 69 |  | 
|---|
| 70 |     animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 71 |     animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 72 |  | 
|---|
| 73 |     animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 74 |     animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 75 |   } | 
|---|
| 76 |   else if( this->leftRight == W_RIGHT) | 
|---|
| 77 |   { | 
|---|
| 78 |     this->setEmissionPoint(1.0, -0.6, 0.3); | 
|---|
| 79 |  | 
|---|
| 80 |     this->objectComponent1->setRelCoor(Vector(0,0,0.35)); | 
|---|
| 81 |     animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 82 |     animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 83 |     animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 84 |  | 
|---|
| 85 |     animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 86 |     animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 87 |  | 
|---|
| 88 |     animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 89 |     animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 90 |   } | 
|---|
| 91 | } | 
|---|
| 92 |  | 
|---|
| 93 |  | 
|---|
| 94 | TestGun::TestGun(const TiXmlElement* root) | 
|---|
| 95 | { | 
|---|
| 96 |   this->init(); | 
|---|
| 97 |   if (root != NULL) | 
|---|
| 98 |     this->loadParams(root); | 
|---|
| 99 | } | 
|---|
| 100 |  | 
|---|
| 101 | /** | 
|---|
| 102 |  *  standard deconstructor | 
|---|
| 103 | */ | 
|---|
| 104 | TestGun::~TestGun () | 
|---|
| 105 | { | 
|---|
| 106 |   // model will be deleted from WorldEntity-destructor | 
|---|
| 107 | } | 
|---|
| 108 |  | 
|---|
| 109 |  | 
|---|
| 110 | void TestGun::init() | 
|---|
| 111 | { | 
|---|
| 112 |   this->registerObject(this, TestGun::_objectList); | 
|---|
| 113 | //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); | 
|---|
| 114 |  | 
|---|
| 115 |   this->loadModel("models/guns/test_gun.obj"); | 
|---|
| 116 |  | 
|---|
| 117 |   this->setStateDuration(WS_SHOOTING, .1); | 
|---|
| 118 |   this->setStateDuration(WS_RELOADING, .1); | 
|---|
| 119 |   this->setStateDuration(WS_ACTIVATING, .4); | 
|---|
| 120 |   this->setStateDuration(WS_DEACTIVATING, .4); | 
|---|
| 121 |  | 
|---|
| 122 |   this->setEnergyMax(10000); | 
|---|
| 123 |   this->increaseEnergy(10000); | 
|---|
| 124 |   //this->minCharge = 2; | 
|---|
| 125 |  | 
|---|
| 126 |   this->setActionSound(WA_SHOOT, "sound/laser.wav"); | 
|---|
| 127 |   this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); | 
|---|
| 128 |  | 
|---|
| 129 |  | 
|---|
| 130 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
|---|
| 131 |   this->setProjectileTypeC("Laser"); | 
|---|
| 132 |   this->prepareProjectiles(100); | 
|---|
| 133 |  | 
|---|
| 134 | } | 
|---|
| 135 |  | 
|---|
| 136 |  | 
|---|
| 137 | void TestGun::loadParams(const TiXmlElement* root) | 
|---|
| 138 | { | 
|---|
| 139 |   Weapon::loadParams(root); | 
|---|
| 140 |  | 
|---|
| 141 | } | 
|---|
| 142 |  | 
|---|
| 143 |  | 
|---|
| 144 | /** | 
|---|
| 145 |  *  this activates the weapon | 
|---|
| 146 |  | 
|---|
| 147 |    This is needed, since there can be more than one weapon on a ship. the | 
|---|
| 148 |    activation can be connected with an animation. for example the weapon is | 
|---|
| 149 |    been armed out. | 
|---|
| 150 | */ | 
|---|
| 151 | void TestGun::activate() | 
|---|
| 152 | { | 
|---|
| 153 | } | 
|---|
| 154 |  | 
|---|
| 155 |  | 
|---|
| 156 | /** | 
|---|
| 157 |  *  this deactivates the weapon | 
|---|
| 158 |  | 
|---|
| 159 |    This is needed, since there can be more than one weapon on a ship. the | 
|---|
| 160 |    activation can be connected with an animation. for example the weapon is | 
|---|
| 161 |    been armed out. | 
|---|
| 162 | */ | 
|---|
| 163 | void TestGun::deactivate() | 
|---|
| 164 | { | 
|---|
| 165 | } | 
|---|
| 166 |  | 
|---|
| 167 |  | 
|---|
| 168 | /** | 
|---|
| 169 |  *  fires the weapon | 
|---|
| 170 |  | 
|---|
| 171 |    this is called from the player.cc, when fire-button is been pushed | 
|---|
| 172 |    @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent | 
|---|
| 173 | */ | 
|---|
| 174 | void TestGun::fire() | 
|---|
| 175 | { | 
|---|
| 176 |   Projectile* pj =  this->getProjectile(); | 
|---|
| 177 |   if (pj == NULL) | 
|---|
| 178 |     return; | 
|---|
| 179 |  | 
|---|
| 180 |   // set the owner | 
|---|
| 181 |   pj->setOwner(this->getOwner()); | 
|---|
| 182 |  | 
|---|
| 183 |   pj->setParent(PNode::getNullParent()); | 
|---|
| 184 |  | 
|---|
| 185 |   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); | 
|---|
| 186 |  | 
|---|
| 187 |   pj->setAbsCoor(this->getEmissionPoint()); | 
|---|
| 188 |   pj->setAbsDir(this->getAbsDir()); | 
|---|
| 189 |   pj->activate(); | 
|---|
| 190 | } | 
|---|
| 191 |  | 
|---|
| 192 |  | 
|---|
| 193 |  | 
|---|
| 194 | /** | 
|---|
| 195 |  *  this will draw the weapon | 
|---|
| 196 | */ | 
|---|
| 197 | void TestGun::draw () const | 
|---|
| 198 | { | 
|---|
| 199 |   /* draw gun body */ | 
|---|
| 200 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 201 |   glPushMatrix(); | 
|---|
| 202 |   glTranslatef (this->getAbsCoor ().x, | 
|---|
| 203 |                 this->getAbsCoor ().y, | 
|---|
| 204 |                 this->getAbsCoor ().z); | 
|---|
| 205 |  | 
|---|
| 206 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
|---|
| 207 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
|---|
| 208 |  | 
|---|
| 209 |   if( this->leftRight == W_RIGHT) | 
|---|
| 210 |     glScalef(1.0, 1.0, -1.0); | 
|---|
| 211 |   static_cast<StaticModel*>(this->getModel())->draw(1); | 
|---|
| 212 |   glPopMatrix(); | 
|---|
| 213 |  | 
|---|
| 214 |   /* draw objectComponent1: gun coil - animated stuff */ | 
|---|
| 215 |   glPushMatrix(); | 
|---|
| 216 |   glTranslatef (this->objectComponent1->getAbsCoor ().x, | 
|---|
| 217 |                 this->objectComponent1->getAbsCoor ().y, | 
|---|
| 218 |                 this->objectComponent1->getAbsCoor ().z); | 
|---|
| 219 |   tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); | 
|---|
| 220 |   glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
|---|
| 221 |   static_cast<StaticModel*>(this->getModel())->draw(0); | 
|---|
| 222 |   glPopMatrix(); | 
|---|
| 223 | } | 
|---|
| 224 |  | 
|---|