| 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 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: Patrick Boenzli |
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| 13 | co-programmer: |
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| 14 | |
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| 15 | |
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| 16 | @todo: direction in which the projectile flights |
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| 17 | @todo: a target to set/hit |
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| 18 | */ |
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| 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 20 | |
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| 21 | #include "laser_cannon.h" |
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| 22 | #include "world_entities/projectiles/projectile.h" |
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| 23 | |
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| 24 | #include "world_entity.h" |
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| 25 | #include "static_model.h" |
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| 26 | #include "weapon_manager.h" |
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| 27 | #include "util/loading/factory.h" |
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| 28 | |
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| 29 | #include "animation3d.h" |
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| 30 | |
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| 31 | #include "fast_factory.h" |
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| 32 | |
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| 33 | CREATE_FACTORY(LaserCannon, CL_LASER_CANNON); |
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| 34 | |
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| 35 | |
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| 36 | LaserCannon::LaserCannon(const TiXmlElement* root) |
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| 37 | { |
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| 38 | this->init(); |
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| 39 | if (root != NULL) |
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| 40 | this->loadParams(root); |
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| 41 | } |
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| 42 | |
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| 43 | /** |
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| 44 | * standard deconstructor |
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| 45 | */ |
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| 46 | LaserCannon::~LaserCannon () |
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| 47 | { |
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| 48 | // model will be deleted from WorldEntity-destructor |
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| 49 | } |
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| 50 | |
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| 51 | |
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| 52 | void LaserCannon::init() |
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| 53 | { |
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| 54 | this->setClassID(CL_LASER_CANNON, "LaserCannon"); |
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| 55 | |
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| 56 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/laser_cannon.obj", OBJ, RP_CAMPAIGN); |
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| 57 | |
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| 58 | this->loadModel("models/guns/lasercannon.obj", 5.0f); |
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| 59 | |
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| 60 | this->setStateDuration(WS_SHOOTING, .1); |
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| 61 | this->setStateDuration(WS_RELOADING, .1); |
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| 62 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 63 | this->setStateDuration(WS_DEACTIVATING, .4); |
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| 64 | |
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| 65 | this->setEnergyMax(10000); |
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| 66 | this->increaseEnergy(10000); |
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| 67 | //this->minCharge = 2; |
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| 68 | |
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| 69 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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| 70 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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| 71 | |
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| 72 | |
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| 73 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 74 | this->setProjectileType(CL_LASER); |
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| 75 | this->prepareProjectiles(100); |
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| 76 | this->setEmissionPoint(Vector(2.8,0,0) * 5.0); |
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| 77 | } |
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| 78 | |
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| 79 | |
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| 80 | void LaserCannon::loadParams(const TiXmlElement* root) |
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| 81 | { |
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| 82 | Weapon::loadParams(root); |
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| 83 | |
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| 84 | } |
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| 85 | |
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| 86 | |
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| 87 | /** |
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| 88 | * this activates the weapon |
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| 89 | |
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| 90 | This is needed, since there can be more than one weapon on a ship. the |
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| 91 | activation can be connected with an animation. for example the weapon is |
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| 92 | been armed out. |
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| 93 | */ |
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| 94 | void LaserCannon::activate() |
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| 95 | { |
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| 96 | } |
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| 97 | |
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| 98 | |
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| 99 | /** |
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| 100 | * this deactivates the weapon |
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| 101 | |
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| 102 | This is needed, since there can be more than one weapon on a ship. the |
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| 103 | activation can be connected with an animation. for example the weapon is |
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| 104 | been armed out. |
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| 105 | */ |
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| 106 | void LaserCannon::deactivate() |
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| 107 | { |
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| 108 | } |
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| 109 | |
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| 110 | |
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| 111 | /** |
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| 112 | * fires the weapon |
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| 113 | |
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| 114 | this is called from the player.cc, when fire-button is been pushed |
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| 115 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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| 116 | */ |
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| 117 | void LaserCannon::fire() |
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| 118 | { |
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| 119 | Projectile* pj = this->getProjectile(); |
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| 120 | if (pj == NULL) |
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| 121 | return; |
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| 122 | |
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| 123 | pj->setParent(PNode::getNullParent()); |
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| 124 | |
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| 125 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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| 126 | |
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| 127 | pj->setAbsCoor(this->getEmissionPoint()); |
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| 128 | pj->setAbsDir(this->getAbsDir()); |
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| 129 | pj->activate(); |
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| 130 | } |
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