#include "light_blaster.h" #include "world_entities/projectiles/projectile.h" #include "world_entity.h" #include "static_model.h" #include "weapon_manager.h" #include "util/loading/factory.h" #include "animation3d.h" #include "loading/fast_factory.h" CREATE_FACTORY(LightBlaster); /** * Standard constructor */ LightBlaster::LightBlaster () : Weapon() { this->init(); } LightBlaster::LightBlaster (const TiXmlElement* root = NULL) : Weapon() { this->init(); if (root != NULL) this->loadParams(root); } /** * Default destructor */ LightBlaster::~LightBlaster() { // model will be deleted from WorldEntity-destructor } void LightBlaster::loadParams(const TiXmlElement* root) { Weapon::loadParams(root); } void LightBlaster::init() { this->loadModel("models/guns/plasmadriver_#.obj", 1.0); this->setStateDuration(WS_SHOOTING, 0.05); // 20 Schuss pro Sekunde this->setStateDuration(WS_RELOADING, 0); this->setStateDuration(WS_ACTIVATING, .5); this->setStateDuration(WS_DEACTIVATING, 1); this->setEnergyMax(500); this->increaseEnergy(500); //this->minCharge = 2; this->setActionSound(WA_SHOOT, "sound/laser.wav"); this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); //this->setProjectileTypeC("RailProjectile"); // FIXME temp project type until the blaste class exist this->setProjectileTypeC("LBolt"); // Working; FIXME: add textures this->prepareProjectiles(100); Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); animation2->setInfinity(ANIM_INF_CONSTANT); animation3->setInfinity(ANIM_INF_CONSTANT); this->setEmissionPoint(3.8, 1.2, 0); animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); } void LightBlaster::fire() { Projectile* pj = this->getProjectile(); if (pj == NULL) return; // set the owner pj->setOwner(this->getOwner()); pj->setParent(PNode::getNullParent()); // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*80); pj->setAbsCoor(this->getEmissionPoint()); pj->setAbsDir(this->getAbsDir()); pj->activate(); } /** * this activates the weapon */ void LightBlaster::activate() { } /** * this deactivates the weapon */ void LightBlaster::deactivate() { } void LightBlaster::draw() const { }