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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/nadion_laser.cc @ 10763

Last change on this file since 10763 was 10763, checked in by nicolasc, 17 years ago

moved loadShield (XML), some minor cleanup

File size: 5.3 KB
RevLine 
[10618]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
[10763]12   main-programmer: Nicolas Schlumberger
[10618]13   co-programmer:
14
15*/
16
[10648]17#include "nadion_laser.h"
[9975]18#include "world_entities/projectiles/projectile.h"
[9972]19
[9975]20#include "world_entity.h"
21#include "static_model.h"
22#include "weapon_manager.h"
23#include "util/loading/factory.h"
24
25#include "animation3d.h"
26
27#include "loading/fast_factory.h"
28
[10516]29#include "elements/glgui_energywidgetvertical.h"
30
[10366]31//
[10661]32ObjectListDefinition(NadionLaser);
[10648]33CREATE_FACTORY(NadionLaser);
[9975]34/**
35 * Standard constructor
36 */
[10648]37NadionLaser::NadionLaser ()
[9975]38 : Weapon()
39{
40    this->init();
41}
42
[10648]43NadionLaser::NadionLaser (const TiXmlElement* root = NULL)
[9972]44 : Weapon()
[9975]45{
[9972]46    this->init();
47    if (root != NULL)
48      this->loadParams(root);
[9975]49}
[9972]50
51/**
52 * Default destructor
53 */
[10648]54NadionLaser::~NadionLaser()
[9975]55{
[10763]56  // model will be deleted from WorldEntity-destructor
[10286]57  for (int i = 0; i < this->getBarrels(); i++)
58  {
59   delete [] this->shootAnim[i];
60  }
61  delete [] this->shootAnim;
[9975]62}
[9972]63
[10648]64void NadionLaser::loadParams(const TiXmlElement* root)
[9975]65{
66  Weapon::loadParams(root);
67}
[9972]68
[10648]69void NadionLaser::init()
[9975]70{
[10648]71  this->setScaling(.45);
[9975]72
[10648]73  this->loadModel("models/guns/nadion_laser.obj", this->getScaling());
[9998]74
[10763]75  this->setStateDuration(WS_SHOOTING, 0.1666);   // 6 shots per second
[10648]76
[9975]77  this->setStateDuration(WS_RELOADING, 0);
[10649]78  this->setStateDuration(WS_ACTIVATING, .5);
79  this->setStateDuration(WS_DEACTIVATING, 1);
[9975]80
[9998]81  this->setEnergyMax(500);
82  this->increaseEnergy(500);
[9975]83  //this->minCharge = 2;
84
[10415]85  this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
[10648]86//   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
[10415]87  this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav");
[9975]88
89  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
[10702]90  this->setProjectileTypeC("NadionBlast");
[10649]91  this->prepareProjectiles(20);
[9975]92
[10286]93
94  this->setBarrels(1);
[10648]95  this->setSegs(1);
[10286]96  this->activeBarrel = 0;
97
98  this->objComp = new PNode**[this->getBarrels()];
[10648]99  this->emissionPoint = new PNode*[this->getBarrels()];
[10286]100  this->shootAnim = new Animation3D**[this->getBarrels()];
101  for (int i = 0; i < this->getBarrels(); i++)
102  {
103    this->objComp[i] = new PNode* [this->getSegs()];
[10648]104    this->emissionPoint[i] = new PNode;
105    this->emissionPoint[i]->setParent(this);  //Parenting emissionPoint to Weapon
106    this->emissionPoint[i]->setName("EmissionPoint");
107    this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[10286]108    this->shootAnim[i] = new Animation3D* [this->getSegs()];
109    for(int j = 0; j < this->getSegs(); j++)
110    {
111      this->objComp[i][j] = new PNode;
112      this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]);
113      this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT);
114    }
115  }
116
[10648]117  this->emissionPoint[0]->setRelCoor(Vector(1.680, 0.0, 0.0) * this->getScaling());
[10286]118
[9975]119  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
120  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
121
122  animation2->setInfinity(ANIM_INF_CONSTANT);
123  animation3->setInfinity(ANIM_INF_CONSTANT);
124
125  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
126  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
127
128  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
129  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
130}
131
132
[10648]133void NadionLaser::fire()
[9975]134{
135  Projectile* pj =  this->getProjectile();
136  if (pj == NULL)
137    return;
138
139  // set the owner
140  pj->setOwner(this->getOwner());
141
142  pj->setParent(PNode::getNullParent());
143
[10733]144  Vector dir = (this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor()).getNormalized();
145  // HACK direction AbsDir calulation
146  Vector up = dir.cross(VECTOR_RAND(1));
[9975]147
[10733]148  //force a resoable up vector
149  while (up.len() < .0001)
150    up = dir.cross(VECTOR_RAND(1));
[10719]151
[10733]152  pj->setVelocity(this->getParent()->getVelocity() + (dir)*160);
153
[9975]154  pj->setAbsCoor(this->getEmissionPoint());
[10721]155//   pj->setAbsDir(Quaternion(this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(), Vector(0,0,0)));
[10728]156//   pj->setAbsDir(Quaternion(tmp.getNormalized(), this->getParent()->getAbsDir().apply(Vector(0,1,0))));
[10737]157//   pj->setAbsDir(Quaternion(dir, up.getNormalized()));
158  pj->setAbsDir(Quaternion(dir, Vector(1,0,0)));
159
[10721]160  pj->setAbsDir(this->getAbsDir());
[9975]161  pj->activate();
[10286]162
[9975]163}
164
[10516]165
[9975]166/**
167 *  this activates the weapon
168*/
[10648]169void NadionLaser::activate()
[9975]170{
171}
172
173/**
174 *  this deactivates the weapon
175*/
[10648]176void NadionLaser::deactivate()
[9975]177{
178}
179
[10648]180void NadionLaser::draw() const
[9975]181{
[10702]182  glPushMatrix();
[10286]183  glMatrixMode(GL_MODELVIEW);
[10548]184    glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
185    Vector tmpRot = this->getAbsDir().getSpacialAxis();
186    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[10648]187    static_cast<StaticModel*>(this->getModel())->draw();
[10286]188  glPopMatrix();
[9975]189}
[10516]190
[10648]191void NadionLaser::tick(float dt)
[10516]192{
[10539]193  if (!Weapon::tickW(dt))
194    return;
[10516]195  if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized)
196  {
197    this->energyWidget->setDisplayedImage("textures/gui/gui_medium_bold.png");
198    this->setEnergyWidgetInitialized(true);
199  }
200}
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