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source: orxonox.OLD/trunk/src/world_entities/weapons/test_gun.cc @ 5819

Last change on this file since 5819 was 5819, checked in by bensch, 18 years ago

orxonox/trunk: merged branches world_entities to trunk again
merged with command
svn merge -r5795:HEAD branches/world_entities/ trunk/
no conflicts (what a wonder)

File size: 6.2 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
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
[5750]43CREATE_FACTORY(TestGun, CL_TEST_GUN);
[3618]44
45/**
[4836]46 *  standard constructor
[3618]47
48   creates a new weapon
49*/
[5750]50TestGun::TestGun ( int leftRight)
51  : Weapon()
[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  {
[5459]71    this->setEmissionPoint(1.0, -0.6, -0.2);
[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  {
[5459]85    this->setEmissionPoint(1.0, -0.6, 0.3);
[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);
[4927]131  //this->minCharge = 2;
[4885]132
[5819]133  this->setActionSound(WA_SHOOT, "sound/laser.wav");
134  this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav");
[4934]135
[5819]136
[5441]137  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[5456]138  this->setProjectileType(CL_LASER);
[5356]139  this->prepareProjectiles(20);
[5457]140
[3683]141}
[3618]142
143
[4972]144void TestGun::loadParams(const TiXmlElement* root)
[3618]145{
[4972]146
147
[3618]148}
149
150
151/**
[4836]152 *  this activates the weapon
[3618]153
[4592]154   This is needed, since there can be more than one weapon on a ship. the
155   activation can be connected with an animation. for example the weapon is
156   been armed out.
[3618]157*/
158void TestGun::activate()
[3980]159{
160}
[3618]161
162
163/**
[4836]164 *  this deactivates the weapon
[3618]165
[4592]166   This is needed, since there can be more than one weapon on a ship. the
167   activation can be connected with an animation. for example the weapon is
[3618]168   been armed out.
169*/
170void TestGun::deactivate()
[3980]171{
172}
[3618]173
174
175/**
[4836]176 *  fires the weapon
[4592]177
[3618]178   this is called from the player.cc, when fire-button is been pushed
[4836]179   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
[3618]180*/
181void TestGun::fire()
[3620]182{
[5356]183  Projectile* pj =  this->getProjectile();
184  if (pj == NULL)
185    return;
[3888]186
[4979]187  pj->setParent(NullParent::getInstance());
[5000]188
[5462]189  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*50+VECTOR_RAND(5));
[4955]190
[4927]191  pj->setAbsCoor(this->getEmissionPoint());
[3708]192  pj->setAbsDir(this->getAbsDir());
[5443]193  pj->activate();
[3620]194}
[3618]195
196/**
[4836]197 *  is called, when the weapon is destroyed
[5498]198 *
199 * this is in conjunction with the hit function, so when a weapon is able to get
200 * hit, it can also be destoryed.
[3618]201*/
[4592]202void TestGun::destroy ()
[3618]203{}
204
205/**
[4836]206 *  this will draw the weapon
[3618]207*/
[5500]208void TestGun::draw () const
[3750]209{
[3886]210  /* draw gun body */
[3750]211  glMatrixMode(GL_MODELVIEW);
212  glPushMatrix();
[4592]213  glTranslatef (this->getAbsCoor ().x,
214                this->getAbsCoor ().y,
215                this->getAbsCoor ().z);
[5000]216
217  Vector tmpRot = this->getAbsDir().getSpacialAxis();
218  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
219
[3886]220  if( this->leftRight == W_RIGHT)
221    glScalef(1.0, 1.0, -1.0);
222  this->model->draw(1);
[3752]223  glPopMatrix();
224
[3886]225  /* draw objectComponent1: gun coil - animated stuff */
[3752]226  glMatrixMode(GL_MODELVIEW);
227  glPushMatrix();
[4592]228  glTranslatef (this->objectComponent1->getAbsCoor ().x,
229                this->objectComponent1->getAbsCoor ().y,
230                this->objectComponent1->getAbsCoor ().z);
[5000]231  tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis();
232  glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3752]233  this->model->draw(0);
[3750]234  glPopMatrix();
235}
[3618]236
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