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source: orxonox.OLD/orxonox/trunk/src/world_entities/test_gun.cc @ 4467

Last change on this file since 4467 was 4467, checked in by patrick, 19 years ago

orxonox/trunk: commented the abstract_class.h right

File size: 6.3 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
22
23#include "test_gun.h"
24
25#include "stdincl.h"
26#include "world_entity.h"
27#include "model.h"
28#include "test_bullet.h"
29
30#include "vector.h"
31#include "list.h"
32#include "animation3d.h"
33
34#include "object_manager.h"
35
36using namespace std;
37
38
39/**
40   \brief standard constructor
41
42   creates a new weapon
43*/
44TestGun::TestGun (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) 
45  :  Weapon (parent, coordinate, direction) 
46{
47  this->setClassID(CL_TEST_GUN, "TestGun");
48  this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN);
49  this->idleTime = 0.2f;
50  this->leftRight = leftRight;
51
52  this->objectComponent1 = new PNode();
53  this->animation1 = new Animation3D(this->objectComponent1);
54  this->animation2 = new Animation3D(this);
55  this->animation3 = new Animation3D(this);
56  //parent->addChild(this->objectComponent1, PNODE_ALL);
57  this->addChild(this->objectComponent1, PNODE_ALL);
58
59  this->animation1->setInfinity(ANIM_INF_CONSTANT);
60  this->animation2->setInfinity(ANIM_INF_CONSTANT);
61  this->animation3->setInfinity(ANIM_INF_CONSTANT);
62  if( this->leftRight == W_LEFT)
63    {
64      this->projectileOffset = Vector(1.0, 0.0, -0.35);
65
66      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
67      this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
68      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
69
70      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
71      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
72
73      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
74      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
75    }
76  else if( this->leftRight == W_RIGHT)
77    {
78      this->projectileOffset = Vector(1.0, 0.0, 0.5);
79
80      this->objectComponent1->setRelCoor(Vector(0,0,0.35));
81      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
82      this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
83      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
84
85      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
86      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
87
88      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
89      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 
90    }
91
92  Projectile* p = new TestBullet(this);
93  ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p);
94  //ObjectManager::getInstance()->debug();
95}
96
97
98/**
99   \brief standard deconstructor
100*/
101TestGun::~TestGun () 
102{
103  // model will be deleted from WorldEntity-destructor
104}
105
106
107/**
108   \brief this activates the weapon
109
110   This is needed, since there can be more than one weapon on a ship. the
111   activation can be connected with an animation. for example the weapon is
112   been armed out.
113*/
114void TestGun::activate()
115{
116  this->animation2->replay();
117}
118
119
120/**
121   \brief this deactivates the weapon
122
123   This is needed, since there can be more than one weapon on a ship. the
124   activation can be connected with an animation. for example the weapon is
125   been armed out.
126*/
127void TestGun::deactivate()
128{
129  this->animation3->replay();
130}
131
132
133/**
134   \brief fires the weapon
135   
136   this is called from the player.cc, when fire-button is been pushed
137   \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
138*/
139void TestGun::fire()
140{
141  if( !this->hasWeaponIdleTimeElapsed())
142    {
143      this->weaponIdle();
144      return;
145    }
146
147  Projectile* pj = dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET));
148  pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset);
149  pj->setAbsDir(this->getAbsDir());
150  pj->setVelocity(this->getVelocity());
151  this->worldEntities->add(pj);
152  this->localTime = 0;
153 
154  this->animation1->replay();
155}
156
157
158/**
159   \brief is called, when the weapon gets hit (=collide with something)
160   \param from which entity it is been hit
161   \param where it is been hit
162
163   this may not be used, since it would make the game relay complicated when one
164   can destroy the weapons of enemies or vice versa.
165*/
166void TestGun::hit (WorldEntity* entity, Vector* position) 
167{}
168
169
170/**
171   \brief is called, when the weapon is destroyed
172
173   this is in conjunction with the hit function, so when a weapon is able to get
174   hit, it can also be destoryed.
175*/
176void TestGun::destroy () 
177{}
178
179
180/**
181   \brief tick signal for time dependent/driven stuff
182*/
183void TestGun::tick (float time) 
184{
185  this->localTime += time;
186}
187
188
189/**
190   \brief is called, when there is no fire button pressed
191*/
192void TestGun::weaponIdle()
193{}
194
195
196/**
197   \brief this will draw the weapon
198*/
199void TestGun::draw () 
200{
201  /* draw gun body */
202  glMatrixMode(GL_MODELVIEW);
203  glPushMatrix();
204  float matrix[4][4];
205  glTranslatef (this->getAbsCoor ().x, 
206                this->getAbsCoor ().y, 
207                this->getAbsCoor ().z); 
208  this->getAbsDir ().matrix (matrix);
209  glMultMatrixf((float*)matrix);
210  if( this->leftRight == W_RIGHT)
211    glScalef(1.0, 1.0, -1.0);
212  this->model->draw(1);
213  glPopMatrix();
214
215  /* draw objectComponent1: gun coil - animated stuff */
216  glMatrixMode(GL_MODELVIEW);
217  glPushMatrix();
218  glTranslatef (this->objectComponent1->getAbsCoor ().x, 
219                this->objectComponent1->getAbsCoor ().y, 
220                this->objectComponent1->getAbsCoor ().z);
221  this->objectComponent1->getAbsDir ().matrix (matrix);
222  glMultMatrixf((float*)matrix);
223  this->model->draw(0);
224  glPopMatrix();
225}
226
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