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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, | 
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| 46 |                   const Quaternion& direction, int leftRight) | 
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| 47 |   :  Weapon (parent, coordinate, direction) | 
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| 48 | { | 
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| 49 |   this->setClassID(CL_TEST_GUN, "TestGun"); | 
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| 50 |  | 
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| 51 |   this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN); | 
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| 52 |   this->idleTime = 0.2f; | 
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| 53 |   this->leftRight = leftRight; | 
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| 54 |  | 
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| 55 |   this->objectComponent1 = new PNode(); | 
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| 56 |   this->animation1 = new Animation3D(this->objectComponent1); | 
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| 57 |   this->animation2 = new Animation3D(this); | 
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| 58 |   this->animation3 = new Animation3D(this); | 
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| 59 |   //parent->addChild(this->objectComponent1, PNODE_ALL); | 
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| 60 |   this->addChild(this->objectComponent1, PNODE_ALL); | 
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| 61 |  | 
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| 62 |   this->animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 63 |   this->animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 64 |   this->animation3->setInfinity(ANIM_INF_CONSTANT); | 
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| 65 |   if( this->leftRight == W_LEFT) | 
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| 66 |     { | 
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| 67 |       this->projectileOffset = Vector(1.0, 0.0, -0.35); | 
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| 68 |  | 
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| 69 |       this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 70 |       this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 71 |       this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 72 |  | 
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| 73 |       this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 74 |       this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 75 |  | 
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| 76 |       this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 77 |       this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 78 |     } | 
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| 79 |   else if( this->leftRight == W_RIGHT) | 
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| 80 |     { | 
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| 81 |       this->projectileOffset = Vector(1.0, 0.0, 0.5); | 
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| 82 |  | 
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| 83 |       this->objectComponent1->setRelCoor(Vector(0,0,0.35)); | 
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| 84 |       this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 85 |       this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 86 |       this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 87 |  | 
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| 88 |       this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 89 |       this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 90 |  | 
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| 91 |       this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 92 |       this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); | 
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| 93 |     } | 
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| 94 |  | 
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| 95 |   this->fireSound = (SoundBuffer*)ResourceManager::getInstance()->load("sound/shot1.wav", WAV); | 
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| 96 |   this->weaponSource = new SoundSource(this->fireSound, this); | 
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| 97 |   this->weaponSource->setRolloffFactor(.1); | 
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| 98 |   Projectile* p = new TestBullet(this); | 
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| 99 |   ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p); | 
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| 100 |   //ObjectManager::getInstance()->debug(); | 
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| 101 | } | 
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| 102 |  | 
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| 103 |  | 
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| 104 | /** | 
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| 105 |    \brief standard deconstructor | 
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| 106 | */ | 
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| 107 | TestGun::~TestGun () | 
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| 108 | { | 
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| 109 |   // model will be deleted from WorldEntity-destructor | 
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| 110 | } | 
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| 111 |  | 
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| 112 |  | 
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| 113 | /** | 
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| 114 |    \brief this activates the weapon | 
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| 115 |  | 
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| 116 |    This is needed, since there can be more than one weapon on a ship. the | 
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| 117 |    activation can be connected with an animation. for example the weapon is | 
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| 118 |    been armed out. | 
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| 119 | */ | 
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| 120 | void TestGun::activate() | 
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| 121 | { | 
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| 122 |   this->animation2->replay(); | 
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| 123 | } | 
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| 124 |  | 
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| 125 |  | 
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| 126 | /** | 
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| 127 |    \brief this deactivates the weapon | 
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| 128 |  | 
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| 129 |    This is needed, since there can be more than one weapon on a ship. the | 
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| 130 |    activation can be connected with an animation. for example the weapon is | 
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| 131 |    been armed out. | 
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| 132 | */ | 
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| 133 | void TestGun::deactivate() | 
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| 134 | { | 
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| 135 |   this->animation3->replay(); | 
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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 |    \brief fires the weapon | 
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| 141 |  | 
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| 142 |    this is called from the player.cc, when fire-button is been pushed | 
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| 143 |    \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent | 
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| 144 | */ | 
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| 145 | void TestGun::fire() | 
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| 146 | { | 
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| 147 |   if( !this->hasWeaponIdleTimeElapsed()) | 
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| 148 |     { | 
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| 149 |       this->weaponIdle(); | 
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| 150 |       return; | 
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| 151 |     } | 
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| 152 |  | 
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| 153 |   Projectile* pj = dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET & CL_MASK_LOWLEVEL_CLASS)); | 
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| 154 |   weaponSource->play(); | 
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| 155 |  | 
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| 156 |   pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset); | 
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| 157 |   pj->setAbsDir(this->getAbsDir()); | 
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| 158 |   pj->setVelocity(this->getVelocity()); | 
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| 159 |   this->worldEntities->add(pj); | 
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| 160 |   this->localTime = 0; | 
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| 161 |  | 
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| 162 |   this->animation1->replay(); | 
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| 163 | } | 
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| 164 |  | 
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| 165 |  | 
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| 166 | /** | 
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| 167 |    \brief is called, when the weapon gets hit (=collide with something) | 
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| 168 |    \param from which entity it is been hit | 
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| 169 |    \param where it is been hit | 
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| 170 |  | 
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| 171 |    this may not be used, since it would make the game relay complicated when one | 
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| 172 |    can destroy the weapons of enemies or vice versa. | 
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| 173 | */ | 
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| 174 | void TestGun::hit (WorldEntity* entity, Vector* position) | 
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| 175 | {} | 
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| 176 |  | 
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| 177 |  | 
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| 178 | /** | 
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| 179 |    \brief is called, when the weapon is destroyed | 
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| 180 |  | 
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| 181 |    this is in conjunction with the hit function, so when a weapon is able to get | 
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| 182 |    hit, it can also be destoryed. | 
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| 183 | */ | 
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| 184 | void TestGun::destroy () | 
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| 185 | {} | 
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| 186 |  | 
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| 187 |  | 
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| 188 | /** | 
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| 189 |    \brief tick signal for time dependent/driven stuff | 
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| 190 | */ | 
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| 191 | void TestGun::tick (float time) | 
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| 192 | { | 
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| 193 |   this->localTime += time; | 
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| 194 | } | 
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| 195 |  | 
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| 196 |  | 
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| 197 | /** | 
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| 198 |    \brief is called, when there is no fire button pressed | 
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| 199 | */ | 
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| 200 | void TestGun::weaponIdle() | 
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| 201 | {} | 
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| 202 |  | 
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| 203 |  | 
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| 204 | /** | 
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| 205 |    \brief this will draw the weapon | 
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| 206 | */ | 
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| 207 | void TestGun::draw () | 
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| 208 | { | 
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| 209 |   /* draw gun body */ | 
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| 210 |   glMatrixMode(GL_MODELVIEW); | 
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| 211 |   glPushMatrix(); | 
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| 212 |   float matrix[4][4]; | 
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| 213 |   glTranslatef (this->getAbsCoor ().x, | 
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| 214 |                 this->getAbsCoor ().y, | 
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| 215 |                 this->getAbsCoor ().z); | 
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| 216 |   this->getAbsDir ().matrix (matrix); | 
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| 217 |   glMultMatrixf((float*)matrix); | 
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| 218 |   if( this->leftRight == W_RIGHT) | 
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| 219 |     glScalef(1.0, 1.0, -1.0); | 
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| 220 |   this->model->draw(1); | 
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| 221 |   glPopMatrix(); | 
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| 222 |  | 
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| 223 |   /* draw objectComponent1: gun coil - animated stuff */ | 
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| 224 |   glMatrixMode(GL_MODELVIEW); | 
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| 225 |   glPushMatrix(); | 
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| 226 |   glTranslatef (this->objectComponent1->getAbsCoor ().x, | 
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| 227 |                 this->objectComponent1->getAbsCoor ().y, | 
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| 228 |                 this->objectComponent1->getAbsCoor ().z); | 
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| 229 |   this->objectComponent1->getAbsDir ().matrix (matrix); | 
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| 230 |   glMultMatrixf((float*)matrix); | 
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| 231 |   this->model->draw(0); | 
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| 232 |   glPopMatrix(); | 
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| 233 | } | 
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| 234 |  | 
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