/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004-2006 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific main-programmer: Marc Schaerrer co-programmer: */ //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "spike_launcher.h" #include "weapon_manager.h" #include "world_entities/projectiles/projectile.h" #include "world_entities/projectiles/spike_ball.h" #include "model.h" #include "state.h" #include "animation3d.h" #include #include #include "util/state.h" #include "math/quaternion.h" #include "util/loading/factory.h" #include "class_id_DEPRECATED.h" using namespace std; ObjectListDefinition(SpikeLauncher); CREATE_FACTORY(SpikeLauncher); /** * standard constructor * * creates a new SpikeLauncher */ SpikeLauncher::SpikeLauncher() : Weapon() { this->init(); } /** * creates a new SpikeLauncher from a TiXmlElement */ SpikeLauncher::SpikeLauncher(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ SpikeLauncher::~SpikeLauncher () { // model will be deleted from WorldEntity-destructor } void SpikeLauncher::init() { this->registerObject(this, SpikeLauncher::_objectList); Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); animation1->setInfinity(ANIM_INF_CONSTANT); animation2->setInfinity(ANIM_INF_CONSTANT); this->setStateDuration(WS_SHOOTING, .6); this->setStateDuration(WS_RELOADING, 1.0f); this->setStateDuration(WS_ACTIVATING, .4); this->setStateDuration(WS_DEACTIVATING, .4); this->setEnergyMax(10); this->increaseEnergy(10); //this->minCharge = 2; this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT); this->setProjectileTypeC("SpikeBall"); this->loadModel("models/guns/turret1.obj", 1.0); this->setEmissionPoint(1.684, 0.472, 0); this->getProjectileFactory()->prepare(50); this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav"); this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); } void SpikeLauncher::loadParams(const TiXmlElement* root) { Weapon::loadParams(root); } void SpikeLauncher::activate() { } void SpikeLauncher::deactivate() { } void SpikeLauncher::tick(float dt) { if (!Weapon::tickW(dt)) return; Quaternion quat; Vector direction; if (this->getDefaultTarget() == NULL) direction = this->getAbsCoor(); else direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(); direction.normalize(); if (likely (this->getParent() != NULL)) quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; else quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; this->setAbsDirSoft(quat, 5); } void SpikeLauncher::fire() { bool fired = false; Projectile* pj = NULL; for( ObjectList::const_iterator eIterator = Playable::objectList().begin(); eIterator !=Playable::objectList().end(); eIterator++) { if( ((*eIterator)->getOMListNumber() == OM_GROUP_00) && ((*eIterator)->getClassCName() != "Weapon") && ((*eIterator)->getClassCName() != "Projectile") && ((*eIterator)->getAbsCoor() - this->getAbsCoor()).len() <= 300) { pj = this->getProjectile(); if (pj == NULL) return; fired = true; pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10))); pj->setParent(PNode::getNullParent()); pj->setAbsCoor(this->getEmissionPoint()); pj->setAbsDir(this->getAbsDir()); // dynamic_cast(pj)->setTarget( (PNode*)(*eIterator) ); pj->toList(OM_GROUP_01_PROJ); pj->activate(); } } if( !fired) this->increaseEnergy( this->getProjectile()->getMinEnergy()); }