| [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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| [5357] | 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| [3618] | 22 |  | 
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| [5621] | 23 | #include "cannon.h" | 
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| [3618] | 24 |  | 
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 | 25 | #include "world_entity.h" | 
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| [3677] | 26 | #include "model.h" | 
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| [6434] | 27 | #include "world_entities/projectiles/projectile.h" | 
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| [4955] | 28 | #include "weapon_manager.h" | 
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| [7193] | 29 | #include "util/loading/factory.h" | 
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| [3618] | 30 |  | 
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 | 31 | #include "vector.h" | 
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| [3851] | 32 | #include "animation3d.h" | 
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| [3618] | 33 |  | 
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| [4940] | 34 | #include "fast_factory.h" | 
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| [4287] | 35 |  | 
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| [4931] | 36 |  | 
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| [3618] | 37 |  | 
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| [9406] | 38 |  | 
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| [5622] | 39 | CREATE_FACTORY(Cannon, CL_CANNON); | 
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| [3618] | 40 |  | 
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 | 41 | /** | 
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| [4836] | 42 |  *  standard constructor | 
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| [3618] | 43 |  | 
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 | 44 |    creates a new weapon | 
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 | 45 | */ | 
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| [5745] | 46 | Cannon::Cannon () | 
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 | 47 |   : Weapon() | 
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| [3683] | 48 | { | 
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| [4974] | 49 |   this->init(); | 
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| [4972] | 50 | } | 
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| [4885] | 51 |  | 
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 | 52 |  | 
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| [5621] | 53 | Cannon::Cannon(const TiXmlElement* root) | 
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| [4972] | 54 | { | 
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 | 55 |   this->init(); | 
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| [6517] | 56 |   if (root != NULL) | 
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 | 57 |     this->loadParams(root); | 
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| [4972] | 58 | } | 
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 | 59 |  | 
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 | 60 | /** | 
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 | 61 |  *  standard deconstructor | 
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 | 62 | */ | 
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| [5621] | 63 | Cannon::~Cannon () | 
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| [4972] | 64 | { | 
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 | 65 |   // model will be deleted from WorldEntity-destructor | 
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 | 66 | } | 
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 | 67 |  | 
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 | 68 |  | 
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| [5621] | 69 | void Cannon::init() | 
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| [4972] | 70 | { | 
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| [5621] | 71 |   this->setClassID(CL_CANNON, "Cannon"); | 
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| [4972] | 72 |  | 
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| [5053] | 73 | //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); | 
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| [4972] | 74 |  | 
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| [6811] | 75 |   this->loadModel("models/guns/cannon.obj", 1.0); | 
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| [5053] | 76 |  | 
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| [5744] | 77 |   this->setStateDuration(WS_SHOOTING, 2.0); | 
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| [5457] | 78 |   this->setStateDuration(WS_RELOADING, .1); | 
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| [5744] | 79 |   this->setStateDuration(WS_ACTIVATING, .1); | 
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| [4910] | 80 |   this->setStateDuration(WS_DEACTIVATING, .4); | 
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| [4885] | 81 |  | 
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| [6671] | 82 |   this->setEnergyMax(100); | 
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| [5828] | 83 |   this->increaseEnergy(100); | 
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| [4927] | 84 |   //this->minCharge = 2; | 
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| [4885] | 85 |  | 
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| [5819] | 86 |   this->setActionSound(WA_SHOOT, "sound/explo.wav"); | 
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 | 87 |   this->setActionSound(WA_ACTIVATE, "sound/voices/cannon.wav"); | 
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| [4934] | 88 |  | 
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| [6803] | 89 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY); | 
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| [5744] | 90 |   this->setProjectileType(CL_BOMB); | 
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 | 91 |   this->prepareProjectiles(5); | 
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| [5457] | 92 |  | 
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| [5623] | 93 | //  this->objectComponent1 = new PNode(); | 
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 | 94 | //  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); | 
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 | 95 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
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 | 96 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
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 | 97 |   //parent->addChild(this->objectComponent1, PNODE_ALL); | 
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 | 98 | //  this->addChild(this->objectComponent1); | 
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 | 99 |  | 
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 | 100 | //  animation1->setInfinity(ANIM_INF_CONSTANT); | 
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 | 101 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
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 | 102 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
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 | 103 |  | 
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 | 104 |   this->setEmissionPoint(3.8, 1.2, 0); | 
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 | 105 |  | 
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 | 106 | //     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
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 | 107 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
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 | 108 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); | 
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 | 109 |  | 
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 | 110 |   animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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 | 111 |   animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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 | 112 |  | 
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 | 113 |   animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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 | 114 |   animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| [3683] | 115 | } | 
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| [3618] | 116 |  | 
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 | 117 |  | 
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| [5621] | 118 | void Cannon::loadParams(const TiXmlElement* root) | 
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| [3618] | 119 | { | 
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| [6512] | 120 |   Weapon::loadParams(root); | 
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| [3618] | 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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| [5621] | 131 | void Cannon::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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| [5621] | 143 | void Cannon::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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| [5621] | 154 | void Cannon::fire() | 
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| [3620] | 155 | { | 
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| [5356] | 156 |   Projectile* pj =  this->getProjectile(); | 
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 | 157 |   if (pj == NULL) | 
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 | 158 |     return; | 
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| [3888] | 159 |  | 
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| [6074] | 160 |   pj->setParent(PNode::getNullParent()); | 
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| [5000] | 161 |  | 
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| [5744] | 162 |   pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); | 
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| [4955] | 163 |  | 
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| [4927] | 164 |   pj->setAbsCoor(this->getEmissionPoint()); | 
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| [3708] | 165 |   pj->setAbsDir(this->getAbsDir()); | 
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| [5443] | 166 |   pj->activate(); | 
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| [3620] | 167 | } | 
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| [3618] | 168 |  | 
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 | 169 |  | 
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 | 170 | /** | 
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| [4836] | 171 |  *  this will draw the weapon | 
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| [3618] | 172 | */ | 
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| [5621] | 173 | void Cannon::draw () const | 
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| [3750] | 174 | { | 
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| [3886] | 175 |   /* draw gun body */ | 
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| [3750] | 176 |   glMatrixMode(GL_MODELVIEW); | 
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 | 177 |   glPushMatrix(); | 
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| [4592] | 178 |   glTranslatef (this->getAbsCoor ().x, | 
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 | 179 |                 this->getAbsCoor ().y, | 
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 | 180 |                 this->getAbsCoor ().z); | 
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| [5000] | 181 |  | 
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 | 182 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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 | 183 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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 | 184 |  | 
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| [5994] | 185 |   this->getModel()->draw(); | 
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| [3752] | 186 |   glPopMatrix(); | 
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 | 187 |  | 
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| [3886] | 188 |   /* draw objectComponent1: gun coil - animated stuff */ | 
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| [5621] | 189 | /*  glMatrixMode(GL_MODELVIEW); | 
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| [3752] | 190 |   glPushMatrix(); | 
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| [4592] | 191 |   glTranslatef (this->objectComponent1->getAbsCoor ().x, | 
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 | 192 |                 this->objectComponent1->getAbsCoor ().y, | 
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 | 193 |                 this->objectComponent1->getAbsCoor ().z); | 
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| [5000] | 194 |   tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); | 
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 | 195 |   glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| [3752] | 196 |   this->model->draw(0); | 
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| [5621] | 197 |  | 
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 | 198 |   glPopMatrix();*/ | 
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| [3750] | 199 | } | 
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| [3618] | 200 |  | 
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