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source: orxonox.OLD/branches/playability/src/world_entities/weapons/heavy_blaster.cc @ 10133

Last change on this file since 10133 was 10133, checked in by nicolasc, 17 years ago

animation in heavy blaster

File size: 7.2 KB
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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/fragcannon.obj", .4);
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  this->objComp1 = new PNode;
71  this->objComp2 = new PNode;
72  this->objComp3 = new PNode;
73  this->objComp4 = new PNode;
74  this->objComp5 = new PNode;
75  this->objComp6 = new PNode;
76
77  Animation3D* animB0Shoot = this->getAnimation(WS_SHOOTING, this->objComp1);
78  Animation3D* animB1Shoot = this->getAnimation(WS_SHOOTING, this->objComp2);
79  Animation3D* animB2Shoot = this->getAnimation(WS_SHOOTING, this->objComp3);
80  Animation3D* animT0Shoot = this->getAnimation(WS_SHOOTING, this->objComp4);
81  Animation3D* animT1Shoot = this->getAnimation(WS_SHOOTING, this->objComp5);
82  Animation3D* animT2Shoot = this->getAnimation(WS_SHOOTING, this->objComp6);
83
84  animB0Shoot->setInfinity(ANIM_INF_CONSTANT);
85  animB1Shoot->setInfinity(ANIM_INF_CONSTANT);
86  animB2Shoot->setInfinity(ANIM_INF_CONSTANT);
87  animT0Shoot->setInfinity(ANIM_INF_CONSTANT);
88  animT1Shoot->setInfinity(ANIM_INF_CONSTANT);
89  animT2Shoot->setInfinity(ANIM_INF_CONSTANT);
90
91  animB0Shoot->addKeyFrame(Vector(0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
92  animB0Shoot->addKeyFrame(Vector(-0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
93  animB0Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
94
95  animT0Shoot->addKeyFrame(Vector(0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
96  animT0Shoot->addKeyFrame(Vector(-0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
97  animT0Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
98
99  animB1Shoot->addKeyFrame(Vector(0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
100  animB1Shoot->addKeyFrame(Vector(-0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
101  animB1Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
102
103  animT1Shoot->addKeyFrame(Vector(0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
104  animT1Shoot->addKeyFrame(Vector(-0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
105  animT1Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
106
107  animB2Shoot->addKeyFrame(Vector(0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
108  animB2Shoot->addKeyFrame(Vector(-0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
109  animB2Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
110
111  animT2Shoot->addKeyFrame(Vector(0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
112  animT2Shoot->addKeyFrame(Vector(-0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
113  animT2Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
114
115  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
116  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
117
118  animation2->setInfinity(ANIM_INF_CONSTANT);
119  animation3->setInfinity(ANIM_INF_CONSTANT);
120
121  this->setEmissionPoint(3.8, 1.2, 0);
122
123  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
124  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
125
126  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
127  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
128}
129
130
131void HeavyBlaster::fire()
132{
133  Projectile* pj =  this->getProjectile();
134  if (pj == NULL)
135    return;
136
137  // set the owner
138  pj->setOwner(this->getOwner());
139
140  pj->setParent(PNode::getNullParent());
141
142//   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5));
143//   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1));
144  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1));
145
146  pj->setAbsCoor(this->getEmissionPoint());
147  pj->setAbsDir(this->getAbsDir());
148  pj->toList(OM_GROUP_01_PROJ);
149  pj->activate();
150}
151
152/**
153 *  this activates the weapon
154*/
155void HeavyBlaster::activate()
156{
157}
158
159/**
160 *  this deactivates the weapon
161*/
162void HeavyBlaster::deactivate()
163{
164}
165
166void HeavyBlaster::draw() const
167{
168  glMatrixMode(GL_MODELVIEW);
169  glPushMatrix();
170  glTranslatef (this->getAbsCoor ().x,
171                this->getAbsCoor ().y,
172                this->getAbsCoor ().z);
173
174  static_cast<StaticModel*>(this->getModel())->draw(6);
175
176  glPushMatrix();
177  glTranslatef (this->objComp1->getAbsCoor().x, this->objComp1->getAbsCoor().y, this->objComp1->getAbsCoor().z);
178  static_cast<StaticModel*>(this->getModel())->draw(1);
179  static_cast<StaticModel*>(this->getModel())->draw(2);
180  static_cast<StaticModel*>(this->getModel())->draw(0);
181  glPopMatrix();
182/*
183  glPushMatrix();
184  glTranslatef (this->objComp2->getAbsCoor().x, this->objComp2->getAbsCoor().y, this->objComp2->getAbsCoor().z);
185  static_cast<StaticModel*>(this->getModel())->draw(2);
186  glPopMatrix();
187
188  glPushMatrix();
189  glTranslatef (this->objComp3->getAbsCoor().x, this->objComp3->getAbsCoor().y, this->objComp3->getAbsCoor().z);
190  static_cast<StaticModel*>(this->getModel())->draw(0);
191  glPopMatrix();*/
192/*
193  glTranslatef (this->objComp4->getAbsCoor().x, this->objComp4->getAbsCoor().y, this->objComp4->getAbsCoor().z);
194  static_cast<StaticModel*>(this->getModel())->draw(4);
195  static_cast<StaticModel*>(this->getModel())->draw(5);
196  static_cast<StaticModel*>(this->getModel())->draw(3);
197  glPopMatrix();*/
198/*
199  glPushMatrix();
200  glTranslatef (this->objComp5->getAbsCoor().x, this->objComp5->getAbsCoor().y, this->objComp5->getAbsCoor().z);
201  static_cast<StaticModel*>(this->getModel())->draw(5);
202  glPopMatrix();
203
204  glPushMatrix();
205  glTranslatef (this->objComp6->getAbsCoor().x, this->objComp6->getAbsCoor().y, this->objComp6->getAbsCoor().z);
206  static_cast<StaticModel*>(this->getModel())->draw(3);
207  glPopMatrix();*/
208
209  glPopMatrix();
210}
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