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source: orxonox.OLD/branches/playability/src/world_entities/weapons/heavy_blaster.cc @ 10044

Last change on this file since 10044 was 10044, checked in by nicolasc, 17 years ago

moved bolt.* to lbolt.* for maning consistency, plz rebuild
messing around in lbolt, something serious
updated lbolt model + texture

File size: 2.9 KB
Line 
1#include "heavy_blaster.h"
2#include "world_entities/projectiles/projectile.h"
3
4#include "world_entity.h"
5#include "static_model.h"
6#include "weapon_manager.h"
7#include "util/loading/factory.h"
8
9#include "animation3d.h"
10
11#include "loading/fast_factory.h"
12
13CREATE_FACTORY(HeavyBlaster);
14/**
15 * Standard constructor
16 */
17HeavyBlaster::HeavyBlaster ()
18 : Weapon()
19{
20    this->init();
21}
22
23HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL)
24 : Weapon()
25{
26    this->init();
27    if (root != NULL)
28      this->loadParams(root);
29}
30
31/**
32 * Default destructor
33 */
34HeavyBlaster::~HeavyBlaster()
35{
36      // model will be deleted from WorldEntity-destructor
37}
38
39void HeavyBlaster::loadParams(const TiXmlElement* root)
40{
41  Weapon::loadParams(root);
42}
43
44void HeavyBlaster::init()
45{
46  //this->registerObject(this, HeavyBlaster::_objectList);
47
48//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
49
50  this->loadModel("models/guns/plasmadriver_#.obj", 1.0);
51 
52
53  this->setStateDuration(WS_SHOOTING, 0.5);   // 2 Schuss pro Sekunde
54  this->setStateDuration(WS_RELOADING, 0);
55  this->setStateDuration(WS_ACTIVATING, .5);
56  this->setStateDuration(WS_DEACTIVATING, 1);
57
58  this->setEnergyMax(500);
59  this->increaseEnergy(500);
60  //this->minCharge = 2;
61
62  this->setActionSound(WA_SHOOT, "sound/laser.wav");
63  this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav");
64  this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav");
65
66  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
67  this->setProjectileTypeC("HBolt");   // FIXME temp project type until the blaste class exist
68  this->prepareProjectiles(5);
69
70  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
71  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
72
73  animation2->setInfinity(ANIM_INF_CONSTANT);
74  animation3->setInfinity(ANIM_INF_CONSTANT);
75
76  this->setEmissionPoint(3.8, 1.2, 0);
77
78  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
79  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
80
81  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
82  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
83}
84
85
86void HeavyBlaster::fire()
87{
88  Projectile* pj =  this->getProjectile();
89  if (pj == NULL)
90    return;
91
92  // set the owner
93  pj->setOwner(this->getOwner());
94
95  pj->setParent(PNode::getNullParent());
96
97//   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5));
98  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1));
99
100  pj->setAbsCoor(this->getEmissionPoint());
101  pj->setAbsDir(this->getAbsDir());
102  pj->activate();
103}
104
105/**
106 *  this activates the weapon
107*/
108void HeavyBlaster::activate()
109{
110}
111
112/**
113 *  this deactivates the weapon
114*/
115void HeavyBlaster::deactivate()
116{
117}
118
119void HeavyBlaster::draw() const
120{
121}
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