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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 | |
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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 "stdincl.h" |
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| 26 | #include "world_entity.h" |
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| 27 | #include "model.h" |
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| 28 | #include "test_bullet.h" |
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| 29 | |
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| 30 | #include "vector.h" |
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| 31 | #include "list.h" |
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| 32 | #include "animation3d.h" |
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| 33 | #include "sound_engine.h" |
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| 34 | |
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| 35 | #include "object_manager.h" |
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| 36 | |
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| 37 | using namespace std; |
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| 38 | |
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| 39 | |
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| 40 | /** |
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| 41 | \brief 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 (PNode* parent, const Vector& coordinate, const Quaternion& direction, int leftRight) |
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| 46 | : Weapon (parent, coordinate, direction) |
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| 47 | { |
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| 48 | this->setClassID(CL_TEST_GUN, "TestGun"); |
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| 49 | this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN); |
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| 50 | this->idleTime = 0.2f; |
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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 | this->animation1 = new Animation3D(this->objectComponent1); |
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| 55 | this->animation2 = new Animation3D(this); |
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| 56 | this->animation3 = new Animation3D(this); |
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| 57 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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| 58 | this->addChild(this->objectComponent1, PNODE_ALL); |
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| 59 | |
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| 60 | this->animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 61 | this->animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 62 | this->animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 63 | if( this->leftRight == W_LEFT) |
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| 64 | { |
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| 65 | this->projectileOffset = Vector(1.0, 0.0, -0.35); |
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| 66 | |
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| 67 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 68 | this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 69 | this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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| 70 | |
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| 71 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 72 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 73 | |
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| 74 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 75 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 76 | } |
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| 77 | else if( this->leftRight == W_RIGHT) |
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| 78 | { |
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| 79 | this->projectileOffset = Vector(1.0, 0.0, 0.5); |
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| 80 | |
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| 81 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
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| 82 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 83 | this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 84 | this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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| 85 | |
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| 86 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 87 | this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 88 | |
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| 89 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 90 | this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 91 | } |
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| 92 | |
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| 93 | this->fireSound = (SoundBuffer*)ResourceManager::getInstance()->load("sound/shot1.wav", WAV); |
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| 94 | this->weaponSource = new SoundSource(this->fireSound, this); |
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| 95 | this->weaponSource->setRolloffFactor(.1); |
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| 96 | Projectile* p = new TestBullet(this); |
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| 97 | ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p); |
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| 98 | //ObjectManager::getInstance()->debug(); |
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| 99 | } |
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| 100 | |
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| 101 | |
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| 102 | /** |
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| 103 | \brief 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 | /** |
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| 112 | \brief this activates the weapon |
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| 113 | |
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| 114 | This is needed, since there can be more than one weapon on a ship. the |
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| 115 | activation can be connected with an animation. for example the weapon is |
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| 116 | been armed out. |
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| 117 | */ |
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| 118 | void TestGun::activate() |
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| 119 | { |
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| 120 | this->animation2->replay(); |
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| 121 | } |
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| 122 | |
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| 123 | |
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| 124 | /** |
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| 125 | \brief this deactivates the weapon |
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| 126 | |
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| 127 | This is needed, since there can be more than one weapon on a ship. the |
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| 128 | activation can be connected with an animation. for example the weapon is |
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| 129 | been armed out. |
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| 130 | */ |
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| 131 | void TestGun::deactivate() |
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| 132 | { |
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| 133 | this->animation3->replay(); |
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| 134 | } |
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| 135 | |
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| 136 | |
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| 137 | /** |
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| 138 | \brief fires the weapon |
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| 139 | |
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| 140 | this is called from the player.cc, when fire-button is been pushed |
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| 141 | \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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| 142 | */ |
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| 143 | void TestGun::fire() |
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| 144 | { |
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| 145 | if( !this->hasWeaponIdleTimeElapsed()) |
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| 146 | { |
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| 147 | this->weaponIdle(); |
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| 148 | return; |
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| 149 | } |
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| 150 | |
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| 151 | Projectile* pj = dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET)); |
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| 152 | weaponSource->play(); |
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| 153 | |
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| 154 | pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset); |
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| 155 | pj->setAbsDir(this->getAbsDir()); |
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| 156 | pj->setVelocity(this->getVelocity()); |
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| 157 | this->worldEntities->add(pj); |
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| 158 | this->localTime = 0; |
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| 159 | |
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| 160 | this->animation1->replay(); |
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| 161 | } |
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| 162 | |
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| 163 | |
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| 164 | /** |
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| 165 | \brief is called, when the weapon gets hit (=collide with something) |
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| 166 | \param from which entity it is been hit |
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| 167 | \param where it is been hit |
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| 168 | |
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| 169 | this may not be used, since it would make the game relay complicated when one |
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| 170 | can destroy the weapons of enemies or vice versa. |
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| 171 | */ |
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| 172 | void TestGun::hit (WorldEntity* entity, Vector* position) |
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| 173 | {} |
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| 174 | |
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| 175 | |
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| 176 | /** |
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| 177 | \brief is called, when the weapon is destroyed |
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| 178 | |
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| 179 | this is in conjunction with the hit function, so when a weapon is able to get |
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| 180 | hit, it can also be destoryed. |
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| 181 | */ |
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| 182 | void TestGun::destroy () |
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| 183 | {} |
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| 184 | |
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| 185 | |
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| 186 | /** |
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| 187 | \brief tick signal for time dependent/driven stuff |
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| 188 | */ |
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| 189 | void TestGun::tick (float time) |
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| 190 | { |
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| 191 | this->localTime += time; |
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| 192 | } |
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| 193 | |
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| 194 | |
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| 195 | /** |
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| 196 | \brief is called, when there is no fire button pressed |
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| 197 | */ |
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| 198 | void TestGun::weaponIdle() |
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| 199 | {} |
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| 200 | |
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| 201 | |
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| 202 | /** |
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| 203 | \brief this will draw the weapon |
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| 204 | */ |
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| 205 | void TestGun::draw () |
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| 206 | { |
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| 207 | /* draw gun body */ |
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| 208 | glMatrixMode(GL_MODELVIEW); |
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| 209 | glPushMatrix(); |
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| 210 | float matrix[4][4]; |
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| 211 | glTranslatef (this->getAbsCoor ().x, |
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| 212 | this->getAbsCoor ().y, |
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| 213 | this->getAbsCoor ().z); |
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| 214 | this->getAbsDir ().matrix (matrix); |
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| 215 | glMultMatrixf((float*)matrix); |
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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 | this->model->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 | glMatrixMode(GL_MODELVIEW); |
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| 223 | glPushMatrix(); |
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| 224 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
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| 225 | this->objectComponent1->getAbsCoor ().y, |
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| 226 | this->objectComponent1->getAbsCoor ().z); |
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| 227 | this->objectComponent1->getAbsDir ().matrix (matrix); |
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| 228 | glMultMatrixf((float*)matrix); |
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| 229 | this->model->draw(0); |
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| 230 | glPopMatrix(); |
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| 231 | } |
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| 232 | |
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