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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/test_gun.cc @ 4890

Last change on this file since 4890 was 4890, checked in by bensch, 19 years ago

orxonox/trunk: remake of the Projectile and TestBullet

File size: 6.5 KB
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[3618]1
2
[4592]3/*
[3618]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
[4592]15   co-programmer:
[3631]16
17
[4836]18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
[3618]20*/
21
22
23#include "test_gun.h"
24
25#include "world_entity.h"
[3677]26#include "model.h"
[3710]27#include "test_bullet.h"
[3618]28
[4829]29#include "state.h"
[3618]30#include "vector.h"
[3629]31#include "list.h"
[3851]32#include "animation3d.h"
[4504]33#include "sound_engine.h"
[3618]34
[4289]35#include "object_manager.h"
[4287]36
[3618]37using namespace std;
38
39
40/**
[4836]41 *  standard constructor
[3618]42
43   creates a new weapon
44*/
[4597]45TestGun::TestGun (PNode* parent, const Vector& coordinate,
46                  const Quaternion& direction, int leftRight)
[4592]47  :  Weapon (parent, coordinate, direction)
[3683]48{
[4320]49  this->setClassID(CL_TEST_GUN, "TestGun");
[4597]50
[3752]51  this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN);
[3755]52  this->leftRight = leftRight;
[3752]53
[3886]54  this->objectComponent1 = new PNode();
55  this->animation1 = new Animation3D(this->objectComponent1);
[3993]56  this->animation2 = new Animation3D(this);
57  this->animation3 = new Animation3D(this);
[3986]58  //parent->addChild(this->objectComponent1, PNODE_ALL);
59  this->addChild(this->objectComponent1, PNODE_ALL);
[3755]60
[3886]61  this->animation1->setInfinity(ANIM_INF_CONSTANT);
[3993]62  this->animation2->setInfinity(ANIM_INF_CONSTANT);
63  this->animation3->setInfinity(ANIM_INF_CONSTANT);
[3886]64  if( this->leftRight == W_LEFT)
[3755]65    {
[3888]66      this->projectileOffset = Vector(1.0, 0.0, -0.35);
67
[4592]68      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[3986]69      this->animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
70      this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
71
[4592]72      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[3993]73      this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[3986]74
[3993]75      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[4592]76      this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[3755]77    }
[3886]78  else if( this->leftRight == W_RIGHT)
[3755]79    {
[3888]80      this->projectileOffset = Vector(1.0, 0.0, 0.5);
81
[3987]82      this->objectComponent1->setRelCoor(Vector(0,0,0.35));
[4592]83      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[4006]84      this->animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
85      this->animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
[3986]86
[4592]87      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[3993]88      this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
89
90      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[4592]91      this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
[3755]92    }
[4885]93/*
[4504]94  this->fireSound = (SoundBuffer*)ResourceManager::getInstance()->load("sound/shot1.wav", WAV);
95  this->weaponSource = new SoundSource(this->fireSound, this);
[4885]96  this->weaponSource->setRolloffFactor(.1);*/
[4311]97  Projectile* p = new TestBullet(this);
[4885]98
99  //  ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p);
[4389]100  //ObjectManager::getInstance()->debug();
[4885]101
102  this->setStateDuration(WS_SHOOTING, .2);
[4890]103  this->setStateDuration(WS_RELOADING, .5);
[4885]104
105  this->energy = 100;
106  this->minCharge = 2;
107
108  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
[3683]109}
[3618]110
111
112/**
[4836]113 *  standard deconstructor
[3618]114*/
[4592]115TestGun::~TestGun ()
[3618]116{
117  // model will be deleted from WorldEntity-destructor
118}
119
120
121/**
[4836]122 *  this activates the weapon
[3618]123
[4592]124   This is needed, since there can be more than one weapon on a ship. the
125   activation can be connected with an animation. for example the weapon is
126   been armed out.
[3618]127*/
128void TestGun::activate()
[3980]129{
[3993]130  this->animation2->replay();
[3980]131}
[3618]132
133
134/**
[4836]135 *  this deactivates the weapon
[3618]136
[4592]137   This is needed, since there can be more than one weapon on a ship. the
138   activation can be connected with an animation. for example the weapon is
[3618]139   been armed out.
140*/
141void TestGun::deactivate()
[3980]142{
[3993]143  this->animation3->replay();
[3980]144}
[3618]145
146
147/**
[4836]148 *  fires the weapon
[4592]149
[3618]150   this is called from the player.cc, when fire-button is been pushed
[4836]151   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]152*/
153void TestGun::fire()
[3620]154{
[4885]155  this->energyLoaded -= this->minCharge;
156  Projectile* pj =  new TestBullet(this);//dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET & CL_MASK_LOWLEVEL_CLASS));
157//  weaponSource->play();
[3888]158
159  pj->setAbsCoor(this->getAbsCoor() + this->projectileOffset);
[3708]160  pj->setAbsDir(this->getAbsDir());
[4464]161  pj->setVelocity(this->getVelocity());
[4829]162  State::getWorldEntityList()->add(pj);
[4592]163
[3886]164  this->animation1->replay();
[3620]165}
[3618]166
167
168/**
[4836]169 *  is called, when the weapon gets hit (=collide with something)
170 * @param from which entity it is been hit
171 * @param where it is been hit
[3618]172
173   this may not be used, since it would make the game relay complicated when one
174   can destroy the weapons of enemies or vice versa.
175*/
[4592]176void TestGun::hit (WorldEntity* entity, Vector* position)
[3618]177{}
178
179
180/**
[4836]181 *  is called, when the weapon is destroyed
[3618]182
183   this is in conjunction with the hit function, so when a weapon is able to get
184   hit, it can also be destoryed.
185*/
[4592]186void TestGun::destroy ()
[3618]187{}
188
189
190/**
[4836]191 *  is called, when there is no fire button pressed
[3618]192*/
193void TestGun::weaponIdle()
194{}
195
196
197/**
[4836]198 *  this will draw the weapon
[3618]199*/
[4592]200void TestGun::draw ()
[3750]201{
[3886]202  /* draw gun body */
[3750]203  glMatrixMode(GL_MODELVIEW);
204  glPushMatrix();
205  float matrix[4][4];
[4592]206  glTranslatef (this->getAbsCoor ().x,
207                this->getAbsCoor ().y,
208                this->getAbsCoor ().z);
[3886]209  this->getAbsDir ().matrix (matrix);
210  glMultMatrixf((float*)matrix);
211  if( this->leftRight == W_RIGHT)
212    glScalef(1.0, 1.0, -1.0);
213  this->model->draw(1);
[3752]214  glPopMatrix();
215
[3886]216  /* draw objectComponent1: gun coil - animated stuff */
[3752]217  glMatrixMode(GL_MODELVIEW);
218  glPushMatrix();
[4592]219  glTranslatef (this->objectComponent1->getAbsCoor ().x,
220                this->objectComponent1->getAbsCoor ().y,
221                this->objectComponent1->getAbsCoor ().z);
[3886]222  this->objectComponent1->getAbsDir ().matrix (matrix);
[3752]223  glMultMatrixf((float*)matrix);
224  this->model->draw(0);
[3750]225  glPopMatrix();
226}
[3618]227
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