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source: orxonox.OLD/trunk/src/world_entities/weapons/fps_sniper_rifle.cc @ 9869

Last change on this file since 9869 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 4.0 KB
Line 
1
2
3/*
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
15   co-programmer:
16
17
18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
20*/
21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
22
23#include "world_entities/projectiles/projectile.h"
24
25#include "world_entity.h"
26#include "static_model.h"
27#include "weapon_manager.h"
28#include "util/loading/factory.h"
29
30
31#include "loading/fast_factory.h"
32
33#include "fps_sniper_rifle.h"
34
35
36#include "effects/explosion.h"
37
38
39
40
41#include "class_id_DEPRECATED.h"
42ObjectListDefinitionID(FPSSniperRifle, CL_FPS_SNIPER_RIFLE);
43CREATE_FACTORY(FPSSniperRifle);
44
45/**
46 *  standard constructor
47
48   creates a new weapon
49*/
50FPSSniperRifle::FPSSniperRifle ( int leftRight)
51  : Weapon()
52{
53  this->init();
54
55  this->leftRight = leftRight;
56}
57
58
59FPSSniperRifle::FPSSniperRifle(const TiXmlElement* root)
60{
61  this->init();
62
63  if (root != NULL)
64    this->loadParams(root);
65}
66
67/**
68 *  standard deconstructor
69*/
70FPSSniperRifle::~FPSSniperRifle ()
71{
72  // model will be deleted from WorldEntity-destructor
73  if( this->material != NULL)
74    delete this->material;
75}
76
77
78void FPSSniperRifle::init()
79{
80  this->registerObject(this, FPSSniperRifle::_objectList);
81
82  this->loadModel("models/guns/fps_sniper_rifle.obj", 0.2);
83  this->material = new Material();
84  this->material->setIllum(3);
85  this->material->setAmbient(1.0, 1.0, 1.0);
86  this->material->setDiffuseMap("maps/rifle01tex.jpg");
87
88  this->setStateDuration(WS_SHOOTING, .1);
89  this->setStateDuration(WS_RELOADING, .1);
90  this->setStateDuration(WS_ACTIVATING, .4);
91  this->setStateDuration(WS_DEACTIVATING, .4);
92
93  this->setEnergyMax(100000);
94  this->increaseEnergy(100000);
95  //this->minCharge = 2;
96
97  this->setActionSound(WA_SHOOT, "sound/laser.wav");
98  this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav");
99
100
101  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
102  this->setProjectileTypeC("Laser");
103  this->prepareProjectiles(20);
104
105}
106
107
108void FPSSniperRifle::loadParams(const TiXmlElement* root)
109{
110  Weapon::loadParams(root);
111
112}
113
114
115/**
116 *  this activates the weapon
117
118   This is needed, since there can be more than one weapon on a ship. the
119   activation can be connected with an animation. for example the weapon is
120   been armed out.
121*/
122void FPSSniperRifle::activate()
123{
124}
125
126
127/**
128 *  this deactivates the weapon
129
130   This is needed, since there can be more than one weapon on a ship. the
131   activation can be connected with an animation. for example the weapon is
132   been armed out.
133*/
134void FPSSniperRifle::deactivate()
135{
136}
137
138
139/**
140 *  fires the weapon
141
142   this is called from the player.cc, when fire-button is been pushed
143   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
144*/
145void FPSSniperRifle::fire()
146{
147  Projectile* pj =  this->getProjectile();
148  if (pj == NULL)
149    return;
150
151//   Explosion::explode(this, Vector(0.1,0.1,0.1));
152
153  pj->setParent(this);
154  pj->setParentMode(PNODE_ROTATE_AND_MOVE);
155
156  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*550 + VECTOR_RAND(5) );
157
158  pj->setAbsCoor(this->getEmissionPoint() + this->getAbsDirX() * 25.0f);
159  pj->setAbsDir(this->getAbsDir());
160  pj->activate();
161}
162
163
164
165
166/**
167 *  this will draw the weapon
168 */
169void FPSSniperRifle::draw () const
170{
171  /* draw gun body */
172  glMatrixMode(GL_MODELVIEW);
173  glPushMatrix();
174  glTranslatef (this->getAbsCoor ().x,
175                this->getAbsCoor ().y,
176                this->getAbsCoor ().z);
177
178  Vector tmpRot = this->getAbsDir().getSpacialAxis();
179  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
180
181  if( this->leftRight == W_RIGHT)
182    glScalef(1.0, 1.0, -1.0);
183
184  this->material->select();
185  this->getModel()->draw();
186  //static_cast<StaticModel*>(this->getModel())->draw();
187
188  glPopMatrix();
189
190}
191
192
193
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