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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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| 22 |  | 
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| 23 | #include "cannon.h" | 
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| 24 |  | 
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| 25 | #include "world_entity.h" | 
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| 26 | #include "model.h" | 
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| 27 | #include "test_bullet.h" | 
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| 28 | #include "weapon_manager.h" | 
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| 29 | #include "factory.h" | 
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| 30 |  | 
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| 31 | #include "vector.h" | 
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| 32 | #include "list.h" | 
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| 33 | #include "animation3d.h" | 
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| 34 | #include "sound_engine.h" | 
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| 35 |  | 
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| 36 | #include "null_parent.h" | 
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| 37 |  | 
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| 38 | #include "fast_factory.h" | 
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| 39 |  | 
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| 40 |  | 
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| 41 | using namespace std; | 
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| 42 |  | 
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| 43 | CREATE_FACTORY(Cannon, CL_CANNON); | 
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| 44 |  | 
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| 45 | /** | 
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| 46 |  *  standard constructor | 
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| 47 |  | 
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| 48 |    creates a new weapon | 
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| 49 | */ | 
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| 50 | Cannon::Cannon () | 
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| 51 |   : Weapon() | 
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| 52 | { | 
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| 53 |   this->init(); | 
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| 54 | } | 
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| 55 |  | 
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| 56 |  | 
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| 57 | Cannon::Cannon(const TiXmlElement* root) | 
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| 58 | { | 
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| 59 |   this->init(); | 
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| 60 |   this->loadParams(root); | 
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| 61 | } | 
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| 62 |  | 
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| 63 | /** | 
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| 64 |  *  standard deconstructor | 
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| 65 | */ | 
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| 66 | Cannon::~Cannon () | 
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| 67 | { | 
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| 68 |   // model will be deleted from WorldEntity-destructor | 
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| 69 | } | 
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| 70 |  | 
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| 71 |  | 
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| 72 | void Cannon::init() | 
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| 73 | { | 
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| 74 |   this->setClassID(CL_CANNON, "Cannon"); | 
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| 75 |  | 
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| 76 | //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); | 
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| 77 |  | 
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| 78 |   this->loadModel("models/guns/cannon.obj"); | 
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| 79 |  | 
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| 80 |   this->setStateDuration(WS_SHOOTING, 2.0); | 
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| 81 |   this->setStateDuration(WS_RELOADING, .1); | 
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| 82 |   this->setStateDuration(WS_ACTIVATING, .1); | 
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| 83 |   this->setStateDuration(WS_DEACTIVATING, .4); | 
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| 84 |  | 
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| 85 |   this->setMaximumEnergy(100, 1); | 
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| 86 |   this->increaseEnergy(30); | 
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| 87 |   //this->minCharge = 2; | 
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| 88 |  | 
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| 89 |   this->setActionSound(WA_SHOOT, "sound/shot1.wav"); | 
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| 90 |  | 
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| 91 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
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| 92 |   this->setProjectileType(CL_BOMB); | 
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| 93 |   this->prepareProjectiles(5); | 
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| 94 |  | 
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| 95 | //  this->objectComponent1 = new PNode(); | 
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| 96 | //  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); | 
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| 97 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
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| 98 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
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| 99 |   //parent->addChild(this->objectComponent1, PNODE_ALL); | 
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| 100 | //  this->addChild(this->objectComponent1); | 
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| 101 |  | 
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| 102 | //  animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 103 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 104 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
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| 105 |  | 
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| 106 |   this->setEmissionPoint(3.8, 1.2, 0); | 
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| 107 |  | 
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| 108 | //     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
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| 109 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
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| 110 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); | 
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| 111 |  | 
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| 112 |   animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 113 |   animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 114 |  | 
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| 115 |   animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 116 |   animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 117 | } | 
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| 118 |  | 
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| 119 |  | 
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| 120 | void Cannon::loadParams(const TiXmlElement* root) | 
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| 121 | { | 
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| 122 |  | 
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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 | /** | 
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| 128 |  *  this activates the weapon | 
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| 129 |  | 
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| 130 |    This is needed, since there can be more than one weapon on a ship. the | 
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| 131 |    activation can be connected with an animation. for example the weapon is | 
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| 132 |    been armed out. | 
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| 133 | */ | 
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| 134 | void Cannon::activate() | 
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| 135 | { | 
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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 |  *  this deactivates the weapon | 
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| 141 |  | 
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| 142 |    This is needed, since there can be more than one weapon on a ship. the | 
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| 143 |    activation can be connected with an animation. for example the weapon is | 
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| 144 |    been armed out. | 
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| 145 | */ | 
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| 146 | void Cannon::deactivate() | 
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| 147 | { | 
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| 148 | } | 
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| 149 |  | 
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| 150 |  | 
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| 151 | /** | 
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| 152 |  *  fires the weapon | 
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| 153 |  | 
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| 154 |    this is called from the player.cc, when fire-button is been pushed | 
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| 155 |    @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent | 
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| 156 | */ | 
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| 157 | void Cannon::fire() | 
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| 158 | { | 
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| 159 |   Projectile* pj =  this->getProjectile(); | 
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| 160 |   if (pj == NULL) | 
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| 161 |     return; | 
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| 162 |  | 
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| 163 |   pj->setParent(NullParent::getInstance()); | 
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| 164 |  | 
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| 165 |   pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); | 
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| 166 |  | 
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| 167 |   pj->setAbsCoor(this->getEmissionPoint()); | 
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| 168 |   pj->setAbsDir(this->getAbsDir()); | 
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| 169 |   pj->activate(); | 
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| 170 | } | 
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| 171 |  | 
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| 172 | /** | 
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| 173 |  *  is called, when the weapon is destroyed | 
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| 174 |  * | 
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| 175 |  * this is in conjunction with the hit function, so when a weapon is able to get | 
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| 176 |  * hit, it can also be destoryed. | 
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| 177 | */ | 
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| 178 | void Cannon::destroy () | 
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| 179 | {} | 
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| 180 |  | 
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| 181 | /** | 
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| 182 |  *  this will draw the weapon | 
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| 183 | */ | 
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| 184 | void Cannon::draw () const | 
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| 185 | { | 
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| 186 |   /* draw gun body */ | 
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| 187 |   glMatrixMode(GL_MODELVIEW); | 
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| 188 |   glPushMatrix(); | 
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| 189 |   glTranslatef (this->getAbsCoor ().x, | 
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| 190 |                 this->getAbsCoor ().y, | 
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| 191 |                 this->getAbsCoor ().z); | 
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| 192 |  | 
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| 193 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 194 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 195 |  | 
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| 196 |   this->model->draw(); | 
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| 197 |   glPopMatrix(); | 
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| 198 |  | 
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| 199 |   /* draw objectComponent1: gun coil - animated stuff */ | 
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| 200 | /*  glMatrixMode(GL_MODELVIEW); | 
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| 201 |   glPushMatrix(); | 
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| 202 |   glTranslatef (this->objectComponent1->getAbsCoor ().x, | 
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| 203 |                 this->objectComponent1->getAbsCoor ().y, | 
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| 204 |                 this->objectComponent1->getAbsCoor ().z); | 
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| 205 |   tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); | 
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| 206 |   glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 207 |   this->model->draw(0); | 
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| 208 |  | 
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| 209 |   glPopMatrix();*/ | 
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| 210 | } | 
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| 211 |  | 
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