| 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 "test_gun.h" |
|---|
| 24 | |
|---|
| 25 | #include "world_entity.h" |
|---|
| 26 | #include "static_model.h" |
|---|
| 27 | #include "test_bullet.h" |
|---|
| 28 | #include "weapon_manager.h" |
|---|
| 29 | #include "factory.h" |
|---|
| 30 | |
|---|
| 31 | #include "vector.h" |
|---|
| 32 | #include "list.h" |
|---|
| 33 | #include "animation3d.h" |
|---|
| 34 | |
|---|
| 35 | #include "fast_factory.h" |
|---|
| 36 | |
|---|
| 37 | |
|---|
| 38 | using namespace std; |
|---|
| 39 | |
|---|
| 40 | CREATE_FACTORY(TestGun, CL_TEST_GUN); |
|---|
| 41 | |
|---|
| 42 | /** |
|---|
| 43 | * standard constructor |
|---|
| 44 | |
|---|
| 45 | creates a new weapon |
|---|
| 46 | */ |
|---|
| 47 | TestGun::TestGun ( int leftRight) |
|---|
| 48 | : Weapon() |
|---|
| 49 | { |
|---|
| 50 | this->init(); |
|---|
| 51 | |
|---|
| 52 | |
|---|
| 53 | this->leftRight = leftRight; |
|---|
| 54 | |
|---|
| 55 | this->objectComponent1 = new PNode(); |
|---|
| 56 | Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
|---|
| 57 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
|---|
| 58 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
|---|
| 59 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
|---|
| 60 | this->addChild(this->objectComponent1); |
|---|
| 61 | |
|---|
| 62 | animation1->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 63 | animation2->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 64 | animation3->setInfinity(ANIM_INF_CONSTANT); |
|---|
| 65 | |
|---|
| 66 | if( this->leftRight == W_LEFT) |
|---|
| 67 | { |
|---|
| 68 | this->setEmissionPoint(1.0, -0.6, -0.2); |
|---|
| 69 | |
|---|
| 70 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
|---|
| 71 | animation1->addKeyFrame(Vector(-0.4, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
|---|
| 72 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
|---|
| 73 | |
|---|
| 74 | animation2->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 75 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 76 | |
|---|
| 77 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 78 | animation3->addKeyFrame(Vector(0.0, 0.0, -1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 79 | } |
|---|
| 80 | else if( this->leftRight == W_RIGHT) |
|---|
| 81 | { |
|---|
| 82 | this->setEmissionPoint(1.0, -0.6, 0.3); |
|---|
| 83 | |
|---|
| 84 | this->objectComponent1->setRelCoor(Vector(0,0,0.35)); |
|---|
| 85 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
|---|
| 86 | animation1->addKeyFrame(Vector(-0.4, 0, .5), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
|---|
| 87 | animation1->addKeyFrame(Vector(0, 0, .5), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
|---|
| 88 | |
|---|
| 89 | animation2->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 90 | animation2->addKeyFrame(Vector(.0, .0, .0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 91 | |
|---|
| 92 | animation3->addKeyFrame(Vector(.0, .0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 93 | animation3->addKeyFrame(Vector(.0, .0, 1.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
|---|
| 94 | } |
|---|
| 95 | } |
|---|
| 96 | |
|---|
| 97 | |
|---|
| 98 | TestGun::TestGun(const TiXmlElement* root) |
|---|
| 99 | { |
|---|
| 100 | this->init(); |
|---|
| 101 | this->loadParams(root); |
|---|
| 102 | } |
|---|
| 103 | |
|---|
| 104 | /** |
|---|
| 105 | * standard deconstructor |
|---|
| 106 | */ |
|---|
| 107 | TestGun::~TestGun () |
|---|
| 108 | { |
|---|
| 109 | // model will be deleted from WorldEntity-destructor |
|---|
| 110 | } |
|---|
| 111 | |
|---|
| 112 | |
|---|
| 113 | void TestGun::init() |
|---|
| 114 | { |
|---|
| 115 | this->setClassID(CL_TEST_GUN, "TestGun"); |
|---|
| 116 | |
|---|
| 117 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
|---|
| 118 | |
|---|
| 119 | this->loadModel("models/guns/test_gun.obj"); |
|---|
| 120 | |
|---|
| 121 | this->setStateDuration(WS_SHOOTING, .1); |
|---|
| 122 | this->setStateDuration(WS_RELOADING, .1); |
|---|
| 123 | this->setStateDuration(WS_ACTIVATING, .4); |
|---|
| 124 | this->setStateDuration(WS_DEACTIVATING, .4); |
|---|
| 125 | |
|---|
| 126 | this->setMaximumEnergy(1000, 100); |
|---|
| 127 | this->increaseEnergy(1000); |
|---|
| 128 | //this->minCharge = 2; |
|---|
| 129 | |
|---|
| 130 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
|---|
| 131 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
|---|
| 132 | |
|---|
| 133 | |
|---|
| 134 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
|---|
| 135 | this->setProjectileType(CL_LASER); |
|---|
| 136 | this->prepareProjectiles(20); |
|---|
| 137 | |
|---|
| 138 | } |
|---|
| 139 | |
|---|
| 140 | |
|---|
| 141 | void TestGun::loadParams(const TiXmlElement* root) |
|---|
| 142 | { |
|---|
| 143 | |
|---|
| 144 | |
|---|
| 145 | } |
|---|
| 146 | |
|---|
| 147 | |
|---|
| 148 | /** |
|---|
| 149 | * this activates the weapon |
|---|
| 150 | |
|---|
| 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. |
|---|
| 154 | */ |
|---|
| 155 | void TestGun::activate() |
|---|
| 156 | { |
|---|
| 157 | } |
|---|
| 158 | |
|---|
| 159 | |
|---|
| 160 | /** |
|---|
| 161 | * this deactivates the weapon |
|---|
| 162 | |
|---|
| 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 |
|---|
| 165 | been armed out. |
|---|
| 166 | */ |
|---|
| 167 | void TestGun::deactivate() |
|---|
| 168 | { |
|---|
| 169 | } |
|---|
| 170 | |
|---|
| 171 | |
|---|
| 172 | /** |
|---|
| 173 | * fires the weapon |
|---|
| 174 | |
|---|
| 175 | this is called from the player.cc, when fire-button is been pushed |
|---|
| 176 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
|---|
| 177 | */ |
|---|
| 178 | void TestGun::fire() |
|---|
| 179 | { |
|---|
| 180 | Projectile* pj = this->getProjectile(); |
|---|
| 181 | if (pj == NULL) |
|---|
| 182 | return; |
|---|
| 183 | |
|---|
| 184 | pj->setParent(PNode::getNullParent()); |
|---|
| 185 | |
|---|
| 186 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*50+VECTOR_RAND(5)); |
|---|
| 187 | |
|---|
| 188 | pj->setAbsCoor(this->getEmissionPoint()); |
|---|
| 189 | pj->setAbsDir(this->getAbsDir()); |
|---|
| 190 | pj->activate(); |
|---|
| 191 | } |
|---|
| 192 | |
|---|
| 193 | /** |
|---|
| 194 | * is called, when the weapon is destroyed |
|---|
| 195 | * |
|---|
| 196 | * this is in conjunction with the hit function, so when a weapon is able to get |
|---|
| 197 | * hit, it can also be destoryed. |
|---|
| 198 | */ |
|---|
| 199 | void TestGun::destroy () |
|---|
| 200 | {} |
|---|
| 201 | |
|---|
| 202 | /** |
|---|
| 203 | * this will draw the weapon |
|---|
| 204 | */ |
|---|
| 205 | void TestGun::draw () const |
|---|
| 206 | { |
|---|
| 207 | /* draw gun body */ |
|---|
| 208 | glMatrixMode(GL_MODELVIEW); |
|---|
| 209 | glPushMatrix(); |
|---|
| 210 | glTranslatef (this->getAbsCoor ().x, |
|---|
| 211 | this->getAbsCoor ().y, |
|---|
| 212 | this->getAbsCoor ().z); |
|---|
| 213 | |
|---|
| 214 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
|---|
| 215 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
|---|
| 216 | |
|---|
| 217 | if( this->leftRight == W_RIGHT) |
|---|
| 218 | glScalef(1.0, 1.0, -1.0); |
|---|
| 219 | static_cast<StaticModel*>(this->getModel())->draw(1); |
|---|
| 220 | glPopMatrix(); |
|---|
| 221 | |
|---|
| 222 | /* draw objectComponent1: gun coil - animated stuff */ |
|---|
| 223 | glMatrixMode(GL_MODELVIEW); |
|---|
| 224 | glPushMatrix(); |
|---|
| 225 | glTranslatef (this->objectComponent1->getAbsCoor ().x, |
|---|
| 226 | this->objectComponent1->getAbsCoor ().y, |
|---|
| 227 | this->objectComponent1->getAbsCoor ().z); |
|---|
| 228 | tmpRot = this->objectComponent1->getAbsDir().getSpacialAxis(); |
|---|
| 229 | glRotatef (this->objectComponent1->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
|---|
| 230 | static_cast<StaticModel*>(this->getModel())->draw(0); |
|---|
| 231 | glPopMatrix(); |
|---|
| 232 | } |
|---|
| 233 | |
|---|