| 1 | #include "light_blaster.h" |
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| 2 | #include "world_entities/projectiles/projectile.h" |
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| 3 | |
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| 4 | #include "world_entity.h" |
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| 5 | #include "static_model.h" |
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| 6 | #include "weapon_manager.h" |
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| 7 | #include "util/loading/factory.h" |
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| 8 | |
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| 9 | #include "animation3d.h" |
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| 10 | |
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| 11 | #include "loading/fast_factory.h" |
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| 12 | |
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| 13 | CREATE_FACTORY(LightBlaster); |
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| 14 | /** |
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| 15 | * Standard constructor |
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| 16 | */ |
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| 17 | LightBlaster::LightBlaster () |
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| 18 | : Weapon() |
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| 19 | { |
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| 20 | this->init(); |
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| 21 | } |
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| 22 | |
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| 23 | LightBlaster::LightBlaster (const TiXmlElement* root = NULL) |
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| 24 | : Weapon() |
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| 25 | { |
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| 26 | this->init(); |
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| 27 | if (root != NULL) |
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| 28 | this->loadParams(root); |
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| 29 | } |
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| 30 | |
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| 31 | /** |
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| 32 | * Default destructor |
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| 33 | */ |
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| 34 | LightBlaster::~LightBlaster() |
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| 35 | { |
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| 36 | |
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| 37 | for (int i = 0; i < this->getBarrels(); i++) |
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| 38 | { |
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| 39 | delete [] this->shootAnim[i]; |
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| 40 | delete [] this->objComp[i]; |
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| 41 | } |
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| 42 | delete [] this->emissionPoint; |
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| 43 | delete [] this->shootAnim; |
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| 44 | delete [] this->objComp; |
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| 45 | /* |
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| 46 | for(int j = 0; j < this->getSegs(); j++) |
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| 47 | { |
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| 48 | delete this->shootAnim[i][j]; |
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| 49 | delete this->objComp[i][j]; |
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| 50 | } |
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| 51 | delete this->shootAnim[i]; |
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| 52 | delete this->objComp[i]; |
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| 53 | delete this->emissionPoint[i]; |
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| 54 | }*/ |
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| 55 | |
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| 56 | // this->deconstr(); |
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| 57 | // model will be deleted from WorldEntity-destructor |
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| 58 | } |
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| 59 | |
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| 60 | void LightBlaster::loadParams(const TiXmlElement* root) |
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| 61 | { |
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| 62 | Weapon::loadParams(root); |
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| 63 | } |
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| 64 | |
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| 65 | void LightBlaster::init() |
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| 66 | { |
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| 67 | |
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| 68 | this->loadModel("models/guns/gattling.obj", 0.333); |
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| 69 | |
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| 70 | |
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| 71 | this->setStateDuration(WS_SHOOTING, 0.05); // 20 Schuss pro Sekunde |
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| 72 | this->setStateDuration(WS_RELOADING, 0); |
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| 73 | this->setStateDuration(WS_ACTIVATING, .5); |
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| 74 | this->setStateDuration(WS_DEACTIVATING, 1); |
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| 75 | |
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| 76 | this->setEnergyMax(500); |
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| 77 | this->increaseEnergy(500); |
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| 78 | //this->minCharge = 2; |
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| 79 | |
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| 80 | this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); |
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| 81 | this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); |
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| 82 | this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); |
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| 83 | |
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| 84 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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| 85 | //this->setProjectileTypeC("RailProjectile"); // FIXME temp project type until the blaste class exist |
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| 86 | this->setProjectileTypeC("LBolt"); // Working; FIXME: add textures |
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| 87 | // this->setProjectileTypeC("Spike"); // Working; FIXME: add textures |
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| 88 | this->prepareProjectiles(100); |
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| 89 | |
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| 90 | this->setBarrels(3); |
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| 91 | this->setSegs(1); |
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| 92 | this->activeBarrel = 0; |
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| 93 | |
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| 94 | this->objComp = new PNode**[this->getBarrels()]; |
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| 95 | this->emissionPoint = new PNode*[this->getBarrels()]; |
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| 96 | this->shootAnim = new Animation3D**[this->getBarrels()]; |
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| 97 | for (int i = 0; i < this->getBarrels(); i++) |
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| 98 | { |
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| 99 | this->objComp[i] = new PNode* [this->getSegs()]; |
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| 100 | this->emissionPoint[i] = new PNode; |
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| 101 | this->emissionPoint[i]->setParent(this); //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles |
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| 102 | this->emissionPoint[i]->setName("EmissionPoint"); |
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| 103 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 104 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; |
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| 105 | for(int j = 0; j < this->getSegs(); j++) |
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| 106 | { |
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| 107 | this->objComp[i][j] = new PNode; |
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| 108 | this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); |
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| 109 | this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); |
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| 110 | } |
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| 111 | } |
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| 112 | |
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| 113 | for (int i = 0; i < this->getBarrels(); i++ ) |
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| 114 | this->emissionPoint[i]->setRelCoor(Vector(1.19, 0.0, 0.1)); |
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| 115 | |
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| 116 | // Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this); |
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| 117 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 118 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 119 | |
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| 120 | // animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 121 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 122 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 123 | |
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| 124 | // this->setEmissionPoint(3.8, 1.2, 0); |
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| 125 | |
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| 126 | for (int i = 0; i < this->getBarrels(); i++){ |
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| 127 | this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(i * 120, Vector(1.0, 0.0, 0.0)), 0.049, ANIM_NULL, ANIM_LINEAR); |
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| 128 | this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion((i+1)*120, Vector(1.0, 0.0, 0.0)), 0.001, ANIM_NULL, ANIM_LINEAR); |
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| 129 | } |
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| 130 | |
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| 131 | |
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| 132 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 133 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 134 | |
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| 135 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 136 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 137 | } |
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| 138 | |
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| 139 | |
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| 140 | void LightBlaster::fire() |
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| 141 | { |
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| 142 | Projectile* pj = this->getProjectile(); |
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| 143 | if (pj == NULL) |
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| 144 | return; |
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| 145 | |
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| 146 | // set the owner |
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| 147 | pj->setOwner(this->getOwner()); |
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| 148 | |
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| 149 | pj->setParent(PNode::getNullParent()); |
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| 150 | |
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| 151 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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| 152 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*180); |
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| 153 | |
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| 154 | pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); |
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| 155 | pj->setAbsDir(this->getAbsDir()); |
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| 156 | // pj->toList(OM_GROUP_01_PROJ); |
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| 157 | pj->activate(); |
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| 158 | |
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| 159 | for (int i = 0; i < this->getSegs(); i++) |
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| 160 | this->shootAnim[this->activeBarrel][i]->replay(); |
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| 161 | |
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| 162 | // switch barrel |
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| 163 | this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); |
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| 164 | } |
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| 165 | |
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| 166 | /** |
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| 167 | * this activates the weapon |
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| 168 | */ |
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| 169 | void LightBlaster::activate() |
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| 170 | { |
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| 171 | } |
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| 172 | |
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| 173 | /** |
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| 174 | * this deactivates the weapon |
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| 175 | */ |
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| 176 | void LightBlaster::deactivate() |
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| 177 | { |
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| 178 | } |
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| 179 | |
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| 180 | void LightBlaster::draw() const |
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| 181 | { |
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| 182 | glMatrixMode(GL_MODELVIEW); |
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| 183 | glPushMatrix(); |
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| 184 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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| 185 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 186 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 187 | static_cast<StaticModel*>(this->getModel())->draw(); |
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| 188 | glPopMatrix(); |
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| 189 | } |
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