| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004-2006 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific |
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| 12 | main-programmer: Marc Schaerrer, Nicolas Schlumberger |
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| 13 | co-programmer: |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #include "heavy_blaster.h" |
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| 18 | #include "world_entities/projectiles/projectile.h" |
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| 19 | |
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| 20 | #include "world_entity.h" |
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| 21 | #include "static_model.h" |
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| 22 | #include "weapon_manager.h" |
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| 23 | #include "util/loading/factory.h" |
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| 24 | |
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| 25 | #include "animation3d.h" |
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| 26 | |
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| 27 | #include "loading/fast_factory.h" |
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| 28 | |
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| 29 | #include "elements/glgui_energywidgetvertical.h" |
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| 30 | |
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| 31 | CREATE_FACTORY(HeavyBlaster); |
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| 32 | |
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| 33 | |
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| 34 | /** |
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| 35 | * Standard constructor |
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| 36 | */ |
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| 37 | HeavyBlaster::HeavyBlaster (int leftRight = W_RIGHT) |
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| 38 | : Weapon() |
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| 39 | { |
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| 40 | |
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| 41 | this->init(leftRight); |
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| 42 | } |
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| 43 | |
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| 44 | HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL) |
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| 45 | : Weapon() |
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| 46 | { |
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| 47 | // this->registerObject(this, HeavyBlaster::_objectList); |
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| 48 | |
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| 49 | // TODO add leftRight to params |
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| 50 | this->init(0); |
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| 51 | if (root != NULL) |
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| 52 | this->loadParams(root); |
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| 53 | } |
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| 54 | |
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| 55 | /** |
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| 56 | * Default destructor |
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| 57 | */ |
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| 58 | HeavyBlaster::~HeavyBlaster() |
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| 59 | { |
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| 60 | } |
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| 61 | |
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| 62 | void HeavyBlaster::loadParams(const TiXmlElement* root) |
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| 63 | { |
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| 64 | Weapon::loadParams(root); |
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| 65 | } |
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| 66 | |
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| 67 | void HeavyBlaster::init(int leftRight) |
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| 68 | { |
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| 69 | |
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| 70 | this->leftRight = leftRight; |
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| 71 | |
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| 72 | this->loadModel("models/guns/frag_cannon2.obj", .4); |
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| 73 | |
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| 74 | |
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| 75 | this->setStateDuration(WS_SHOOTING, 0.5); // 2 Schuss pro Sekunde |
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| 76 | this->setStateDuration(WS_RELOADING, 0); |
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| 77 | this->setStateDuration(WS_ACTIVATING, .5); |
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| 78 | this->setStateDuration(WS_DEACTIVATING, 1); |
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| 79 | |
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| 80 | this->setEnergyMax(500); |
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| 81 | this->increaseEnergy(500); |
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| 82 | |
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| 83 | this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); |
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| 84 | // this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); |
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| 85 | this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); |
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| 86 | |
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| 87 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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| 88 | this->setProjectileTypeC("HBolt"); |
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| 89 | this->prepareProjectiles(5); |
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| 90 | |
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| 91 | this->setBarrels(3); |
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| 92 | this->setSegs(2); |
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| 93 | |
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| 94 | |
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| 95 | if (this->leftRight == W_LEFT) |
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| 96 | { |
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| 97 | this->setEmissionPoint(Vector(1.1, 0.14, -.06), 0); |
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| 98 | this->setEmissionPoint(Vector(1.1, -.06, -.14), 1); |
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| 99 | this->setEmissionPoint(Vector(1.1, 0.06, 0.14), 2); |
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| 100 | } |
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| 101 | else { |
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| 102 | this->setEmissionPoint(Vector(1.1, 0.14, 0.06), 0); |
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| 103 | this->setEmissionPoint(Vector(1.1, -.06, 0.14), 1); |
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| 104 | this->setEmissionPoint(Vector(1.1, 0.06, -.14), 2); |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | for (int i = 0; i < this->getBarrels(); i++){ |
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| 109 | this->getShootAnim(i, 0)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); |
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| 110 | this->getShootAnim(i, 0)->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL); |
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| 111 | this->getShootAnim(i, 0)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 112 | |
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| 113 | this->getShootAnim(i, 1)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 114 | this->getShootAnim(i, 1)->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL); |
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| 115 | this->getShootAnim(i, 1)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); |
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| 116 | } |
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| 117 | |
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| 118 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 119 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 120 | |
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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 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 125 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 126 | |
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| 127 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 128 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 129 | } |
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| 130 | |
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| 131 | |
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| 132 | void HeavyBlaster::fire() |
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| 133 | { |
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| 134 | Projectile* pj = this->getProjectile(); |
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| 135 | if (pj == NULL) |
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| 136 | return; |
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| 137 | |
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| 138 | // set the owner |
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| 139 | pj->setOwner(this->getOwner()); |
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| 140 | pj->setParent(PNode::getNullParent()); |
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| 141 | |
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| 142 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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| 143 | |
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| 144 | pj->setAbsCoor(this->getEmissionPoint()); |
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| 145 | pj->setAbsDir(this->getAbsDir()); |
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| 146 | pj->activate(); |
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| 147 | |
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| 148 | // initiate animation |
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| 149 | for (int i = 0; i < this->getSegs(); i++) |
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| 150 | this->getShootAnim(this->getActiveBarrel(), i)->replay(); // FIXME needs clean up |
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| 151 | |
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| 152 | this->cycleBarrel(); |
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| 153 | } |
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| 154 | |
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| 155 | /** |
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| 156 | * this activates the weapon |
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| 157 | */ |
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| 158 | void HeavyBlaster::activate() |
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| 159 | { |
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| 160 | } |
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| 161 | |
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| 162 | /** |
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| 163 | * this deactivates the weapon |
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| 164 | */ |
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| 165 | void HeavyBlaster::deactivate() |
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| 166 | { |
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| 167 | } |
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| 168 | |
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| 169 | |
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| 170 | void HeavyBlaster::draw() const |
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| 171 | { |
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| 172 | glMatrixMode(GL_MODELVIEW); |
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| 173 | glPushMatrix(); |
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| 174 | glTranslatef (this->getAbsCoor ().x, |
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| 175 | this->getAbsCoor ().y, |
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| 176 | this->getAbsCoor ().z); |
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| 177 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 178 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 179 | |
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| 180 | if (this->leftRight == W_LEFT) |
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| 181 | glScalef(1.0, 1.0, -1.0); //FIXME check weather this causes a slowdown... |
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| 182 | |
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| 183 | static_cast<StaticModel*>(this->getModel())->draw(6); |
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| 184 | |
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| 185 | glPushMatrix(); |
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| 186 | glTranslatef (this->getObjCompx(0,0), this->getObjCompy(0,0), this->getObjCompz(0,0)); |
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| 187 | static_cast<StaticModel*>(this->getModel())->draw(2); |
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| 188 | glPopMatrix(); |
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| 189 | |
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| 190 | glPushMatrix(); |
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| 191 | glTranslatef (this->getObjCompx(1,0), this->getObjCompy(1,0), this->getObjCompz(1,0)); |
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| 192 | static_cast<StaticModel*>(this->getModel())->draw(3); |
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| 193 | glPopMatrix(); |
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| 194 | |
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| 195 | glPushMatrix(); |
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| 196 | glTranslatef (this->getObjCompx(2,0), this->getObjCompy(2,0), this->getObjCompz(2,0)); |
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| 197 | static_cast<StaticModel*>(this->getModel())->draw(1); |
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| 198 | glPopMatrix(); |
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| 199 | |
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| 200 | glPushMatrix(); |
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| 201 | glTranslatef (this->getObjCompx(0,1), this->getObjCompy(0,1), this->getObjCompz(0,1)); |
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| 202 | static_cast<StaticModel*>(this->getModel())->draw(4); |
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| 203 | glPopMatrix(); |
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| 204 | |
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| 205 | glPushMatrix(); |
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| 206 | glTranslatef (this->getObjCompx(1,1), this->getObjCompy(1,1), this->getObjCompz(1,1)); |
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| 207 | static_cast<StaticModel*>(this->getModel())->draw(5); |
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| 208 | glPopMatrix(); |
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| 209 | |
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| 210 | glPushMatrix(); |
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| 211 | glTranslatef (this->getObjCompx(2,1), this->getObjCompy(2,1), this->getObjCompz(2,1)); |
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| 212 | static_cast<StaticModel*>(this->getModel())->draw(0); |
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| 213 | glPopMatrix(); |
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| 214 | |
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| 215 | glPopMatrix(); |
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| 216 | } |
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| 217 | |
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| 218 | void HeavyBlaster::tick(float dt) |
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| 219 | { |
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| 220 | if (!Weapon::tickW(dt)) |
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| 221 | return; |
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| 222 | if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized) |
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| 223 | { |
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| 224 | this->energyWidget->setDisplayedImage("textures/gui/gui_heavy_bolt.png"); |
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| 225 | this->setEnergyWidgetInitialized(true); |
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| 226 | } |
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| 227 | } |
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