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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/nadion_laser.cc @ 10771

Last change on this file since 10771 was 10771, checked in by nicolasc, 17 years ago

huge diff
cleaned the individual weapons, moved stuff to weapon.{cc,h}
and some minor fixes which popped up then and when

File size: 4.4 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{
56}
[9972]57
[10648]58void NadionLaser::loadParams(const TiXmlElement* root)
[9975]59{
60  Weapon::loadParams(root);
61}
[9972]62
[10648]63void NadionLaser::init()
[9975]64{
[10648]65  this->setScaling(.45);
[9975]66
[10648]67  this->loadModel("models/guns/nadion_laser.obj", this->getScaling());
[9998]68
[10763]69  this->setStateDuration(WS_SHOOTING, 0.1666);   // 6 shots per second
[10648]70
[9975]71  this->setStateDuration(WS_RELOADING, 0);
[10649]72  this->setStateDuration(WS_ACTIVATING, .5);
73  this->setStateDuration(WS_DEACTIVATING, 1);
[9975]74
[9998]75  this->setEnergyMax(500);
76  this->increaseEnergy(500);
[9975]77  //this->minCharge = 2;
78
[10415]79  this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
[10648]80//   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
[10415]81  this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav");
[9975]82
83  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
[10702]84  this->setProjectileTypeC("NadionBlast");
[10649]85  this->prepareProjectiles(20);
[9975]86
[10286]87
[10771]88  this->setBarrels(1); // could be left out
89  this->setSegs(1);    // could be left out
[10286]90
[10771]91  this->setEmissionPoint(Vector(1.680, 0.0, 0.0) * this->getScaling());
[10286]92
[9975]93  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
94  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
95
96  animation2->setInfinity(ANIM_INF_CONSTANT);
97  animation3->setInfinity(ANIM_INF_CONSTANT);
98
99  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
100  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
101
102  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
103  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
104}
105
106
[10648]107void NadionLaser::fire()
[9975]108{
109  Projectile* pj =  this->getProjectile();
110  if (pj == NULL)
111    return;
112
113  // set the owner
114  pj->setOwner(this->getOwner());
115
116  pj->setParent(PNode::getNullParent());
117
[10733]118  Vector dir = (this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor()).getNormalized();
[10771]119  //FIXME direction calculation is a mess, needs to be cleaned up
[10733]120  // HACK direction AbsDir calulation
121  Vector up = dir.cross(VECTOR_RAND(1));
[9975]122
[10733]123  //force a resoable up vector
124  while (up.len() < .0001)
125    up = dir.cross(VECTOR_RAND(1));
[10719]126
[10733]127  pj->setVelocity(this->getParent()->getVelocity() + (dir)*160);
128
[9975]129  pj->setAbsCoor(this->getEmissionPoint());
[10721]130//   pj->setAbsDir(Quaternion(this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(), Vector(0,0,0)));
[10728]131//   pj->setAbsDir(Quaternion(tmp.getNormalized(), this->getParent()->getAbsDir().apply(Vector(0,1,0))));
[10737]132//   pj->setAbsDir(Quaternion(dir, up.getNormalized()));
133  pj->setAbsDir(Quaternion(dir, Vector(1,0,0)));
134
[10721]135  pj->setAbsDir(this->getAbsDir());
[9975]136  pj->activate();
[10286]137
[9975]138}
139
[10516]140
[9975]141/**
142 *  this activates the weapon
143*/
[10648]144void NadionLaser::activate()
[9975]145{
146}
147
148/**
149 *  this deactivates the weapon
150*/
[10648]151void NadionLaser::deactivate()
[9975]152{
153}
154
[10648]155void NadionLaser::draw() const
[9975]156{
[10702]157  glPushMatrix();
[10286]158  glMatrixMode(GL_MODELVIEW);
[10548]159    glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
160    Vector tmpRot = this->getAbsDir().getSpacialAxis();
161    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[10648]162    static_cast<StaticModel*>(this->getModel())->draw();
[10286]163  glPopMatrix();
[9975]164}
[10516]165
[10648]166void NadionLaser::tick(float dt)
[10516]167{
[10539]168  if (!Weapon::tickW(dt))
169    return;
[10516]170  if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized)
171  {
172    this->energyWidget->setDisplayedImage("textures/gui/gui_medium_bold.png");
173    this->setEnergyWidgetInitialized(true);
174  }
175}
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