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source: orxonox.OLD/trunk/src/world_entities/weapons/test_gun.cc @ 5382

Last change on this file since 5382 was 5382, checked in by bensch, 19 years ago

orxonox/trunk: fixed a reparenting bug
made the naming more compliant

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*/
[5357]21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[3618]22
23#include "test_gun.h"
24
25#include "world_entity.h"
[3677]26#include "model.h"
[3710]27#include "test_bullet.h"
[4955]28#include "weapon_manager.h"
[5355]29#include "factory.h"
[3618]30
[4829]31#include "state.h"
[3618]32#include "vector.h"
[3629]33#include "list.h"
[3851]34#include "animation3d.h"
[4504]35#include "sound_engine.h"
[3618]36
[4979]37#include "null_parent.h"
38
[4940]39#include "fast_factory.h"
[4287]40
[4931]41
[3618]42using namespace std;
43
[4972]44CREATE_FACTORY(TestGun);
[3618]45
46/**
[4836]47 *  standard constructor
[3618]48
49   creates a new weapon
50*/
[4955]51TestGun::TestGun (WeaponManager* weaponManager, int leftRight)
52  : Weapon(weaponManager)
[3683]53{
[4974]54  this->init();
55
56
[3755]57  this->leftRight = leftRight;
[3752]58
[3886]59  this->objectComponent1 = new PNode();
[4895]60  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
61  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
62  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
[3986]63  //parent->addChild(this->objectComponent1, PNODE_ALL);
[5382]64  this->addChild(this->objectComponent1);
[3755]65
[4893]66  animation1->setInfinity(ANIM_INF_CONSTANT);
67  animation2->setInfinity(ANIM_INF_CONSTANT);
68  animation3->setInfinity(ANIM_INF_CONSTANT);
[4972]69
[3886]70  if( this->leftRight == W_LEFT)
[4972]71  {
72    this->setEmissionPoint(1.0, 0.0, -0.35);
[3888]73
[5062]74    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
75    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
76    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
[3986]77
[5062]78    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
79    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[3986]80
[5062]81    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
82    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[4972]83  }
[3886]84  else if( this->leftRight == W_RIGHT)
[4972]85  {
86    this->setEmissionPoint(1.0, 0.0, 0.5);
[3888]87
[4972]88    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
[5062]89    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
90    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
91    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
[3986]92
[5062]93    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
94    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[3993]95
[5062]96    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
97    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[4972]98  }
99}
[4885]100
101
[4972]102TestGun::TestGun(const TiXmlElement* root)
103{
104  this->init();
105  this->loadParams(root);
106}
107
108/**
109 *  standard deconstructor
110*/
111TestGun::~TestGun ()
112{
113  // model will be deleted from WorldEntity-destructor
114}
115
116
117void TestGun::init()
118{
119  this->setClassID(CL_TEST_GUN, "TestGun");
120
[5053]121//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
[4972]122
[5053]123  this->loadModel("models/guns/test_gun.obj");
124
[5049]125  this->setStateDuration(WS_SHOOTING, .3);
126  this->setStateDuration(WS_RELOADING, .5);
[4910]127  this->setStateDuration(WS_ACTIVATING, .4);
128  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]129
[5048]130  this->setMaximumEnergy(1000, 100);
131  this->increaseEnergy(1000);
[4927]132  //this->minCharge = 2;
[4885]133
134  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
[4934]135
[5356]136  this->setProjectileType(CL_TEST_BULLET);
137  this->prepareProjectiles(20);
[3683]138}
[3618]139
140
[4972]141void TestGun::loadParams(const TiXmlElement* root)
[3618]142{
[4972]143
144
[3618]145}
146
147
148/**
[4836]149 *  this activates the weapon
[3618]150
[4592]151   This is needed, since there can be more than one weapon on a ship. the
152   activation can be connected with an animation. for example the weapon is
153   been armed out.
[3618]154*/
155void TestGun::activate()
[3980]156{
157}
[3618]158
159
160/**
[4836]161 *  this deactivates the weapon
[3618]162
[4592]163   This is needed, since there can be more than one weapon on a ship. the
164   activation can be connected with an animation. for example the weapon is
[3618]165   been armed out.
166*/
167void TestGun::deactivate()
[3980]168{
169}
[3618]170
171
172/**
[4836]173 *  fires the weapon
[4592]174
[3618]175   this is called from the player.cc, when fire-button is been pushed
[4836]176   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]177*/
178void TestGun::fire()
[3620]179{
[5356]180  Projectile* pj =  this->getProjectile();
181  if (pj == NULL)
182    return;
[3888]183
[4979]184  pj->setParent(NullParent::getInstance());
[5000]185
[4966]186  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*20);
[4955]187
[4927]188  pj->setAbsCoor(this->getEmissionPoint());
[3708]189  pj->setAbsDir(this->getAbsDir());
[4829]190  State::getWorldEntityList()->add(pj);
[3620]191}
[3618]192
193
194/**
[4836]195 *  is called, when the weapon gets hit (=collide with something)
196 * @param from which entity it is been hit
197 * @param where it is been hit
[3618]198
199   this may not be used, since it would make the game relay complicated when one
200   can destroy the weapons of enemies or vice versa.
201*/
[4592]202void TestGun::hit (WorldEntity* entity, Vector* position)
[3618]203{}
204
205
206/**
[4836]207 *  is called, when the weapon is destroyed
[3618]208
209   this is in conjunction with the hit function, so when a weapon is able to get
210   hit, it can also be destoryed.
211*/
[4592]212void TestGun::destroy ()
[3618]213{}
214
215/**
[4836]216 *  this will draw the weapon
[3618]217*/
[4592]218void TestGun::draw ()
[3750]219{
[3886]220  /* draw gun body */
[3750]221  glMatrixMode(GL_MODELVIEW);
222  glPushMatrix();
[4592]223  glTranslatef (this->getAbsCoor ().x,
224                this->getAbsCoor ().y,
225                this->getAbsCoor ().z);
[5000]226
227  Vector tmpRot = this->getAbsDir().getSpacialAxis();
228  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
229
[3886]230  if( this->leftRight == W_RIGHT)
231    glScalef(1.0, 1.0, -1.0);
232  this->model->draw(1);
[3752]233  glPopMatrix();
234
[3886]235  /* draw objectComponent1: gun coil - animated stuff */
[3752]236  glMatrixMode(GL_MODELVIEW);
237  glPushMatrix();
[4592]238  glTranslatef (this->objectComponent1->getAbsCoor ().x,
239                this->objectComponent1->getAbsCoor ().y,
240                this->objectComponent1->getAbsCoor ().z);
[5000]241  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
242  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]243  this->model->draw(0);
[3750]244  glPopMatrix();
245}
[3618]246
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