[3618] | 1 | |
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| 2 | |
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[4592] | 3 | /* |
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[3618] | 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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[4592] | 15 | co-programmer: |
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[3631] | 16 | |
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| 17 | |
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[4836] | 18 | @todo: direction in which the projectile flights |
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| 19 | @todo: a target to set/hit |
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[3618] | 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 "world_entity.h" |
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[3677] | 26 | #include "model.h" |
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[3710] | 27 | #include "test_bullet.h" |
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[3618] | 28 | |
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[4829] | 29 | #include "state.h" |
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[3618] | 30 | #include "vector.h" |
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[3629] | 31 | #include "list.h" |
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[3851] | 32 | #include "animation3d.h" |
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[4504] | 33 | #include "sound_engine.h" |
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[3618] | 34 | |
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[4289] | 35 | #include "object_manager.h" |
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[4287] | 36 | |
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[3618] | 37 | using namespace std; |
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| 38 | |
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| 39 | |
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| 40 | /** |
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[4836] | 41 | * standard constructor |
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[3618] | 42 | |
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| 43 | creates a new weapon |
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| 44 | */ |
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[4597] | 45 | TestGun::TestGun (PNode* parent, const Vector& coordinate, |
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| 46 | const Quaternion& direction, int leftRight) |
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[4592] | 47 | : Weapon (parent, coordinate, direction) |
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[3683] | 48 | { |
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[4320] | 49 | this->setClassID(CL_TEST_GUN, "TestGun"); |
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[4597] | 50 | |
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[3752] | 51 | this->model = (Model*)ResourceManager::getInstance()->load("models/test_gun.obj", OBJ, RP_CAMPAIGN); |
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[3755] | 52 | this->leftRight = leftRight; |
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[3752] | 53 | |
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[3886] | 54 | this->objectComponent1 = new PNode(); |
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[4895] | 55 | Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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| 56 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 57 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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[3986] | 58 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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| 59 | this->addChild(this->objectComponent1, PNODE_ALL); |
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[3755] | 60 | |
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[4893] | 61 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 62 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 63 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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[3886] | 64 | if( this->leftRight == W_LEFT) |
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[3755] | 65 | { |
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[4927] | 66 | this->setEmissionPoint(1.0, 0.0, -0.35); |
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[3888] | 67 | |
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[4893] | 68 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 69 | animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 70 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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[3986] | 71 | |
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[4906] | 72 | animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 73 | animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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[3986] | 74 | |
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[4906] | 75 | animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 76 | animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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[3755] | 77 | } |
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[3886] | 78 | else if( this->leftRight == W_RIGHT) |
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[3755] | 79 | { |
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[4927] | 80 | this->setEmissionPoint(1.0, 0.0, 0.5); |
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[3888] | 81 | |
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[3987] | 82 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
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[4893] | 83 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 84 | animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); |
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| 85 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); |
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[3986] | 86 | |
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[4895] | 87 | animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 88 | animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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[3993] | 89 | |
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[4895] | 90 | animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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| 91 | animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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[3755] | 92 | } |
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[4885] | 93 | /* |
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[4504] | 94 | this->fireSound = (SoundBuffer*)ResourceManager::getInstance()->load("sound/shot1.wav", WAV); |
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| 95 | this->weaponSource = new SoundSource(this->fireSound, this); |
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[4885] | 96 | this->weaponSource->setRolloffFactor(.1);*/ |
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[4311] | 97 | Projectile* p = new TestBullet(this); |
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[4885] | 98 | |
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| 99 | // ObjectManager::getInstance()->cache(CL_TEST_BULLET, 100, p); |
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[4389] | 100 | //ObjectManager::getInstance()->debug(); |
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[4885] | 101 | |
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[4906] | 102 | this->setStateDuration(WS_SHOOTING, .4); |
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| 103 | this->setStateDuration(WS_RELOADING, 1); |
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[4910] | 104 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 105 | this->setStateDuration(WS_DEACTIVATING, .4); |
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[4885] | 106 | |
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[4930] | 107 | this->setMaximumEnergy(1000, 10); |
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[4927] | 108 | this->increaseEnergy(100); |
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| 109 | //this->minCharge = 2; |
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[4885] | 110 | |
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| 111 | this->setActionSound(WA_SHOOT, "sound/shot1.wav"); |
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[3683] | 112 | } |
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[3618] | 113 | |
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| 114 | |
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| 115 | /** |
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[4836] | 116 | * standard deconstructor |
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[3618] | 117 | */ |
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[4592] | 118 | TestGun::~TestGun () |
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[3618] | 119 | { |
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| 120 | // model will be deleted from WorldEntity-destructor |
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| 121 | } |
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| 122 | |
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| 123 | |
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| 124 | /** |
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[4836] | 125 | * this activates the weapon |
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[3618] | 126 | |
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[4592] | 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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[3618] | 130 | */ |
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| 131 | void TestGun::activate() |
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[3980] | 132 | { |
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| 133 | } |
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[3618] | 134 | |
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| 135 | |
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| 136 | /** |
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[4836] | 137 | * this deactivates the weapon |
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[3618] | 138 | |
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[4592] | 139 | This is needed, since there can be more than one weapon on a ship. the |
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| 140 | activation can be connected with an animation. for example the weapon is |
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[3618] | 141 | been armed out. |
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| 142 | */ |
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| 143 | void TestGun::deactivate() |
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[3980] | 144 | { |
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| 145 | } |
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[3618] | 146 | |
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| 147 | |
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| 148 | /** |
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[4836] | 149 | * fires the weapon |
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[4592] | 150 | |
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[3618] | 151 | this is called from the player.cc, when fire-button is been pushed |
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[4836] | 152 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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[3618] | 153 | */ |
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| 154 | void TestGun::fire() |
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[3620] | 155 | { |
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[4885] | 156 | Projectile* pj = new TestBullet(this);//dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET & CL_MASK_LOWLEVEL_CLASS)); |
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| 157 | // weaponSource->play(); |
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[3888] | 158 | |
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[4927] | 159 | pj->setAbsCoor(this->getEmissionPoint()); |
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[3708] | 160 | pj->setAbsDir(this->getAbsDir()); |
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[4464] | 161 | pj->setVelocity(this->getVelocity()); |
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[4829] | 162 | State::getWorldEntityList()->add(pj); |
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[3620] | 163 | } |
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[3618] | 164 | |
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| 165 | |
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| 166 | /** |
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[4836] | 167 | * 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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[3618] | 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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[4592] | 174 | void TestGun::hit (WorldEntity* entity, Vector* position) |
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[3618] | 175 | {} |
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| 176 | |
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| 177 | |
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| 178 | /** |
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[4836] | 179 | * is called, when the weapon is destroyed |
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[3618] | 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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[4592] | 184 | void TestGun::destroy () |
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[3618] | 185 | {} |
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| 186 | |
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| 187 | /** |
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[4836] | 188 | * this will draw the weapon |
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[3618] | 189 | */ |
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[4592] | 190 | void TestGun::draw () |
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[3750] | 191 | { |
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[3886] | 192 | /* draw gun body */ |
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[3750] | 193 | glMatrixMode(GL_MODELVIEW); |
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| 194 | glPushMatrix(); |
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| 195 | float matrix[4][4]; |
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[4592] | 196 | glTranslatef (this->getAbsCoor ().x, |
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| 197 | this->getAbsCoor ().y, |
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| 198 | this->getAbsCoor ().z); |
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[3886] | 199 | this->getAbsDir ().matrix (matrix); |
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| 200 | glMultMatrixf((float*)matrix); |
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| 201 | if( this->leftRight == W_RIGHT) |
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| 202 | glScalef(1.0, 1.0, -1.0); |
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| 203 | this->model->draw(1); |
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[3752] | 204 | glPopMatrix(); |
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| 205 | |
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[3886] | 206 | /* draw objectComponent1: gun coil - animated stuff */ |
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[3752] | 207 | glMatrixMode(GL_MODELVIEW); |
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| 208 | glPushMatrix(); |
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[4592] | 209 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
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| 210 | this->objectComponent1->getAbsCoor ().y, |
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| 211 | this->objectComponent1->getAbsCoor ().z); |
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[3886] | 212 | this->objectComponent1->getAbsDir ().matrix (matrix); |
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[3752] | 213 | glMultMatrixf((float*)matrix); |
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| 214 | this->model->draw(0); |
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[3750] | 215 | glPopMatrix(); |
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| 216 | } |
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[3618] | 217 | |
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