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source: orxonox.OLD/trunk/src/world_entities/weapons/test_gun.cc @ 5457

Last change on this file since 5457 was 5457, checked in by bensch, 19 years ago

orxonox/trunk: optimized Lasers

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[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
31#include "vector.h"
[3629]32#include "list.h"
[3851]33#include "animation3d.h"
[4504]34#include "sound_engine.h"
[3618]35
[4979]36#include "null_parent.h"
37
[4940]38#include "fast_factory.h"
[4287]39
[4931]40
[3618]41using namespace std;
42
[4972]43CREATE_FACTORY(TestGun);
[3618]44
45/**
[4836]46 *  standard constructor
[3618]47
48   creates a new weapon
49*/
[4955]50TestGun::TestGun (WeaponManager* weaponManager, int leftRight)
51  : Weapon(weaponManager)
[3683]52{
[4974]53  this->init();
54
55
[3755]56  this->leftRight = leftRight;
[3752]57
[3886]58  this->objectComponent1 = new PNode();
[4895]59  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
60  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
61  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
[3986]62  //parent->addChild(this->objectComponent1, PNODE_ALL);
[5382]63  this->addChild(this->objectComponent1);
[3755]64
[4893]65  animation1->setInfinity(ANIM_INF_CONSTANT);
66  animation2->setInfinity(ANIM_INF_CONSTANT);
67  animation3->setInfinity(ANIM_INF_CONSTANT);
[4972]68
[3886]69  if( this->leftRight == W_LEFT)
[4972]70  {
71    this->setEmissionPoint(1.0, 0.0, -0.35);
[3888]72
[5062]73    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
74    animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
75    animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
[3986]76
[5062]77    animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
78    animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[3986]79
[5062]80    animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
81    animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[4972]82  }
[3886]83  else if( this->leftRight == W_RIGHT)
[4972]84  {
85    this->setEmissionPoint(1.0, 0.0, 0.5);
[3888]86
[4972]87    this->objectComponent1->setRelCoor(Vector(0,0,0.35));
[5062]88    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
89    animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
90    animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
[3986]91
[5062]92    animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
93    animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[3993]94
[5062]95    animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
96    animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
[4972]97  }
98}
[4885]99
100
[4972]101TestGun::TestGun(const TiXmlElement* root)
102{
103  this->init();
104  this->loadParams(root);
105}
106
107/**
108 *  standard deconstructor
109*/
110TestGun::~TestGun ()
111{
112  // model will be deleted from WorldEntity-destructor
113}
114
115
116void TestGun::init()
117{
118  this->setClassID(CL_TEST_GUN, "TestGun");
119
[5053]120//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
[4972]121
[5053]122  this->loadModel("models/guns/test_gun.obj");
123
[5457]124  this->setStateDuration(WS_SHOOTING, .1);
125  this->setStateDuration(WS_RELOADING, .1);
[4910]126  this->setStateDuration(WS_ACTIVATING, .4);
127  this->setStateDuration(WS_DEACTIVATING, .4);
[4885]128
[5048]129  this->setMaximumEnergy(1000, 100);
130  this->increaseEnergy(1000);
[5457]131  this->setEmissionPoint(0,-100,0);
[4927]132  //this->minCharge = 2;
[4885]133
134  this->setActionSound(WA_SHOOT, "sound/shot1.wav");
[4934]135
[5441]136  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[5456]137  this->setProjectileType(CL_LASER);
[5356]138  this->prepareProjectiles(20);
[5457]139
[3683]140}
[3618]141
142
[4972]143void TestGun::loadParams(const TiXmlElement* root)
[3618]144{
[4972]145
146
[3618]147}
148
149
150/**
[4836]151 *  this activates the weapon
[3618]152
[4592]153   This is needed, since there can be more than one weapon on a ship. the
154   activation can be connected with an animation. for example the weapon is
155   been armed out.
[3618]156*/
157void TestGun::activate()
[3980]158{
159}
[3618]160
161
162/**
[4836]163 *  this deactivates the weapon
[3618]164
[4592]165   This is needed, since there can be more than one weapon on a ship. the
166   activation can be connected with an animation. for example the weapon is
[3618]167   been armed out.
168*/
169void TestGun::deactivate()
[3980]170{
171}
[3618]172
173
174/**
[4836]175 *  fires the weapon
[4592]176
[3618]177   this is called from the player.cc, when fire-button is been pushed
[4836]178   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]179*/
180void TestGun::fire()
[3620]181{
[5356]182  Projectile* pj =  this->getProjectile();
183  if (pj == NULL)
184    return;
[3888]185
[4979]186  pj->setParent(NullParent::getInstance());
[5000]187
[4966]188  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*20);
[4955]189
[4927]190  pj->setAbsCoor(this->getEmissionPoint());
[3708]191  pj->setAbsDir(this->getAbsDir());
[5443]192  pj->activate();
[3620]193}
[3618]194
195
196/**
[4836]197 *  is called, when the weapon gets hit (=collide with something)
198 * @param from which entity it is been hit
199 * @param where it is been hit
[3618]200
201   this may not be used, since it would make the game relay complicated when one
202   can destroy the weapons of enemies or vice versa.
203*/
[4592]204void TestGun::hit (WorldEntity* entity, Vector* position)
[3618]205{}
206
207
208/**
[4836]209 *  is called, when the weapon is destroyed
[3618]210
211   this is in conjunction with the hit function, so when a weapon is able to get
212   hit, it can also be destoryed.
213*/
[4592]214void TestGun::destroy ()
[3618]215{}
216
217/**
[4836]218 *  this will draw the weapon
[3618]219*/
[4592]220void TestGun::draw ()
[3750]221{
[3886]222  /* draw gun body */
[3750]223  glMatrixMode(GL_MODELVIEW);
224  glPushMatrix();
[4592]225  glTranslatef (this->getAbsCoor ().x,
226                this->getAbsCoor ().y,
227                this->getAbsCoor ().z);
[5000]228
229  Vector tmpRot = this->getAbsDir().getSpacialAxis();
230  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
231
[3886]232  if( this->leftRight == W_RIGHT)
233    glScalef(1.0, 1.0, -1.0);
234  this->model->draw(1);
[3752]235  glPopMatrix();
236
[3886]237  /* draw objectComponent1: gun coil - animated stuff */
[3752]238  glMatrixMode(GL_MODELVIEW);
239  glPushMatrix();
[4592]240  glTranslatef (this->objectComponent1->getAbsCoor ().x,
241                this->objectComponent1->getAbsCoor ().y,
242                this->objectComponent1->getAbsCoor ().z);
[5000]243  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
244  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]245  this->model->draw(0);
[3750]246  glPopMatrix();
247}
[3618]248
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