Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/test_gun.cc @ 4930

Last change on this file since 4930 was 4930, checked in by bensch, 19 years ago

orxonox/trunk: adapted the Factory algorithm to ObjectManager… still a logn way to go…

File size: 6.4 KB
RevLine 
[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();
[4895]55  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
56  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
57  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
[3986]58  //parent->addChild(this->objectComponent1, PNODE_ALL);
59  this->addChild(this->objectComponent1, PNODE_ALL);
[3755]60
[4893]61  animation1->setInfinity(ANIM_INF_CONSTANT);
62  animation2->setInfinity(ANIM_INF_CONSTANT);
63  animation3->setInfinity(ANIM_INF_CONSTANT);
[3886]64  if( this->leftRight == W_LEFT)
[3755]65    {
[4927]66      this->setEmissionPoint(1.0, 0.0, -0.35);
[3888]67
[4893]68      animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
69      animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
70      animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
[3986]71
[4906]72      animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
73      animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
[3986]74
[4906]75      animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
76      animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
[3755]77    }
[3886]78  else if( this->leftRight == W_RIGHT)
[3755]79    {
[4927]80      this->setEmissionPoint(1.0, 0.0, 0.5);
[3888]81
[3987]82      this->objectComponent1->setRelCoor(Vector(0,0,0.35));
[4893]83      animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
84      animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT);
85      animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT);
[3986]86
[4895]87      animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
88      animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
[3993]89
[4895]90      animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
91      animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.3, 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
[4906]102  this->setStateDuration(WS_SHOOTING, .4);
103  this->setStateDuration(WS_RELOADING, 1);
[4910]104  this->setStateDuration(WS_ACTIVATING, .4);
105  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]106
[4930]107  this->setMaximumEnergy(1000, 10);
[4927]108  this->increaseEnergy(100);
109  //this->minCharge = 2;
[4885]110
111  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
[3683]112}
[3618]113
114
115/**
[4836]116 *  standard deconstructor
[3618]117*/
[4592]118TestGun::~TestGun ()
[3618]119{
120  // model will be deleted from WorldEntity-destructor
121}
122
123
124/**
[4836]125 *  this activates the weapon
[3618]126
[4592]127   This is needed, since there can be more than one weapon on a ship. the
128   activation can be connected with an animation. for example the weapon is
129   been armed out.
[3618]130*/
131void TestGun::activate()
[3980]132{
133}
[3618]134
135
136/**
[4836]137 *  this deactivates the weapon
[3618]138
[4592]139   This is needed, since there can be more than one weapon on a ship. the
140   activation can be connected with an animation. for example the weapon is
[3618]141   been armed out.
142*/
143void TestGun::deactivate()
[3980]144{
145}
[3618]146
147
148/**
[4836]149 *  fires the weapon
[4592]150
[3618]151   this is called from the player.cc, when fire-button is been pushed
[4836]152   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]153*/
154void TestGun::fire()
[3620]155{
[4885]156  Projectile* pj =  new TestBullet(this);//dynamic_cast<Projectile*>(ObjectManager::getInstance()->getFromDeadList(CL_TEST_BULLET & CL_MASK_LOWLEVEL_CLASS));
157//  weaponSource->play();
[3888]158
[4927]159  pj->setAbsCoor(this->getEmissionPoint());
[3708]160  pj->setAbsDir(this->getAbsDir());
[4464]161  pj->setVelocity(this->getVelocity());
[4829]162  State::getWorldEntityList()->add(pj);
[3620]163}
[3618]164
165
166/**
[4836]167 *  is called, when the weapon gets hit (=collide with something)
168 * @param from which entity it is been hit
169 * @param where it is been hit
[3618]170
171   this may not be used, since it would make the game relay complicated when one
172   can destroy the weapons of enemies or vice versa.
173*/
[4592]174void TestGun::hit (WorldEntity* entity, Vector* position)
[3618]175{}
176
177
178/**
[4836]179 *  is called, when the weapon is destroyed
[3618]180
181   this is in conjunction with the hit function, so when a weapon is able to get
182   hit, it can also be destoryed.
183*/
[4592]184void TestGun::destroy ()
[3618]185{}
186
187/**
[4836]188 *  this will draw the weapon
[3618]189*/
[4592]190void TestGun::draw ()
[3750]191{
[3886]192  /* draw gun body */
[3750]193  glMatrixMode(GL_MODELVIEW);
194  glPushMatrix();
195  float matrix[4][4];
[4592]196  glTranslatef (this->getAbsCoor ().x,
197                this->getAbsCoor ().y,
198                this->getAbsCoor ().z);
[3886]199  this->getAbsDir ().matrix (matrix);
200  glMultMatrixf((float*)matrix);
201  if( this->leftRight == W_RIGHT)
202    glScalef(1.0, 1.0, -1.0);
203  this->model->draw(1);
[3752]204  glPopMatrix();
205
[3886]206  /* draw objectComponent1: gun coil - animated stuff */
[3752]207  glMatrixMode(GL_MODELVIEW);
208  glPushMatrix();
[4592]209  glTranslatef (this->objectComponent1->getAbsCoor ().x,
210                this->objectComponent1->getAbsCoor ().y,
211                this->objectComponent1->getAbsCoor ().z);
[3886]212  this->objectComponent1->getAbsDir ().matrix (matrix);
[3752]213  glMultMatrixf((float*)matrix);
214  this->model->draw(0);
[3750]215  glPopMatrix();
216}
[3618]217
Note: See TracBrowser for help on using the repository browser.