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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 | |
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| 25 | #include "world_entity.h" |
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| 26 | #include "static_model.h" |
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| 27 | #include "test_bullet.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 | this->loadParams(root); |
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| 100 | } |
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| 101 | |
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| 102 | /** |
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| 103 | * standard deconstructor |
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| 104 | */ |
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| 105 | TestGun::~TestGun () |
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| 106 | { |
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| 107 | // model will be deleted from WorldEntity-destructor |
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| 108 | } |
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| 109 | |
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| 110 | |
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| 111 | void TestGun::init() |
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| 112 | { |
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| 113 | this->setClassID(CL_TEST_GUN, "TestGun"); |
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| 114 | |
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| 115 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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| 116 | |
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| 117 | this->loadModel("models/guns/test_gun.obj"); |
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| 118 | |
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| 119 | this->setStateDuration(WS_SHOOTING, .1); |
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| 120 | this->setStateDuration(WS_RELOADING, .1); |
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| 121 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 122 | this->setStateDuration(WS_DEACTIVATING, .4); |
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| 123 | |
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| 124 | this->setMaximumEnergy(1000, 100); |
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| 125 | this->increaseEnergy(1000); |
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| 126 | //this->minCharge = 2; |
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| 127 | |
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| 128 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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| 129 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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| 130 | |
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| 131 | |
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| 132 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 133 | this->setProjectileType(CL_LASER); |
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| 134 | this->prepareProjectiles(20); |
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| 135 | |
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| 136 | } |
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| 137 | |
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| 138 | |
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| 139 | void TestGun::loadParams(const TiXmlElement* root) |
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| 140 | { |
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| 141 | |
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| 142 | |
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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 | * this activates the weapon |
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| 148 | |
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| 149 | This is needed, since there can be more than one weapon on a ship. the |
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| 150 | activation can be connected with an animation. for example the weapon is |
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| 151 | been armed out. |
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| 152 | */ |
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| 153 | void TestGun::activate() |
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| 154 | { |
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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 | * this deactivates the weapon |
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| 160 | |
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| 161 | This is needed, since there can be more than one weapon on a ship. the |
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| 162 | activation can be connected with an animation. for example the weapon is |
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| 163 | been armed out. |
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| 164 | */ |
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| 165 | void TestGun::deactivate() |
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| 166 | { |
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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 | * fires the weapon |
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| 172 | |
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| 173 | this is called from the player.cc, when fire-button is been pushed |
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| 174 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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| 175 | */ |
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| 176 | void TestGun::fire() |
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| 177 | { |
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| 178 | Projectile* pj = this->getProjectile(); |
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| 179 | if (pj == NULL) |
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| 180 | return; |
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| 181 | |
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| 182 | pj->setParent(PNode::getNullParent()); |
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| 183 | |
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| 184 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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| 185 | |
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| 186 | pj->setAbsCoor(this->getEmissionPoint()); |
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| 187 | pj->setAbsDir(this->getAbsDir()); |
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| 188 | pj->activate(); |
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| 189 | } |
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| 190 | |
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| 191 | /** |
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| 192 | * is called, when the weapon is destroyed |
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| 193 | * |
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| 194 | * this is in conjunction with the hit function, so when a weapon is able to get |
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| 195 | * hit, it can also be destoryed. |
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| 196 | */ |
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| 197 | void TestGun::destroy () |
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| 198 | {} |
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| 199 | |
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| 200 | /** |
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| 201 | * this will draw the weapon |
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| 202 | */ |
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| 203 | void TestGun::draw () const |
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| 204 | { |
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| 205 | /* draw gun body */ |
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| 206 | glMatrixMode(GL_MODELVIEW); |
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| 207 | glPushMatrix(); |
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| 208 | glTranslatef (this->getAbsCoor ().x, |
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| 209 | this->getAbsCoor ().y, |
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| 210 | this->getAbsCoor ().z); |
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| 211 | |
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| 212 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 213 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 214 | |
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| 215 | if( this->leftRight == W_RIGHT) |
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| 216 | glScalef(1.0, 1.0, -1.0); |
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| 217 | static_cast<StaticModel*>(this->getModel())->draw(1); |
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| 218 | glPopMatrix(); |
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| 219 | |
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| 220 | /* draw objectComponent1: gun coil - animated stuff */ |
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| 221 | glMatrixMode(GL_MODELVIEW); |
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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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