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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 "util/loading/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(100000); | 
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| 126 |   this->increaseEnergy(100000); | 
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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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