| 1 | #include "heavy_blaster.h" | 
|---|
| 2 | #include "world_entities/projectiles/projectile.h" | 
|---|
| 3 |  | 
|---|
| 4 | #include "world_entity.h" | 
|---|
| 5 | #include "static_model.h" | 
|---|
| 6 | #include "weapon_manager.h" | 
|---|
| 7 | #include "util/loading/factory.h" | 
|---|
| 8 |  | 
|---|
| 9 | #include "animation3d.h" | 
|---|
| 10 |  | 
|---|
| 11 | #include "loading/fast_factory.h" | 
|---|
| 12 |  | 
|---|
| 13 | #include "elements/glgui_energywidgetvertical.h" | 
|---|
| 14 |  | 
|---|
| 15 | CREATE_FACTORY(HeavyBlaster); | 
|---|
| 16 | // ObjectListDefinition(HeavyBlaster); | 
|---|
| 17 |  | 
|---|
| 18 |  | 
|---|
| 19 |  | 
|---|
| 20 | /** | 
|---|
| 21 |  * Standard constructor | 
|---|
| 22 |  */ | 
|---|
| 23 | HeavyBlaster::HeavyBlaster (int leftRight) | 
|---|
| 24 |  : Weapon() | 
|---|
| 25 | { | 
|---|
| 26 | //     this->registerObject(this, HeavyBlaster::_objectList); | 
|---|
| 27 |  | 
|---|
| 28 |     this->init(leftRight); | 
|---|
| 29 | } | 
|---|
| 30 |  | 
|---|
| 31 | HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL) | 
|---|
| 32 |  : Weapon() | 
|---|
| 33 | { | 
|---|
| 34 | //     this->registerObject(this, HeavyBlaster::_objectList); | 
|---|
| 35 |  | 
|---|
| 36 |     // TODO add leftRight to params | 
|---|
| 37 |     this->init(0); | 
|---|
| 38 |     if (root != NULL) | 
|---|
| 39 |       this->loadParams(root); | 
|---|
| 40 | } | 
|---|
| 41 |  | 
|---|
| 42 | /** | 
|---|
| 43 |  * Default destructor | 
|---|
| 44 |  */ | 
|---|
| 45 | HeavyBlaster::~HeavyBlaster() | 
|---|
| 46 | { | 
|---|
| 47 |   for (int i = 0; i < this->getBarrels(); i++) | 
|---|
| 48 |   { | 
|---|
| 49 |    delete [] this->shootAnim[i]; | 
|---|
| 50 |    delete [] this->objComp[i]; | 
|---|
| 51 |   } | 
|---|
| 52 |   delete [] this->emissionPoint; | 
|---|
| 53 |  | 
|---|
| 54 |    delete [] this->shootAnim; | 
|---|
| 55 |    delete [] this->objComp; | 
|---|
| 56 | /* | 
|---|
| 57 |     for(int j = 0; j < this->getSegs(); j++) | 
|---|
| 58 |     { | 
|---|
| 59 |       delete this->shootAnim[i][j]; | 
|---|
| 60 |       delete this->objComp[i][j]; | 
|---|
| 61 |     } | 
|---|
| 62 |     delete this->shootAnim[i]; | 
|---|
| 63 |     delete this->objComp[i]; | 
|---|
| 64 |     delete this->emissionPoint[i]; | 
|---|
| 65 |   }*/ | 
|---|
| 66 |  | 
|---|
| 67 | //  this->deconstr(); | 
|---|
| 68 |      // model will be deleted from WorldEntity-destructor | 
|---|
| 69 | } | 
|---|
| 70 |  | 
|---|
| 71 | void HeavyBlaster::loadParams(const TiXmlElement* root) | 
|---|
| 72 | { | 
|---|
| 73 |   Weapon::loadParams(root); | 
|---|
| 74 | } | 
|---|
| 75 |  | 
|---|
| 76 | void HeavyBlaster::init(int leftRight) | 
|---|
| 77 | { | 
|---|
| 78 |  | 
|---|
| 79 |   this->leftRight = leftRight; | 
|---|
| 80 |   //this->registerObject(this, HeavyBlaster::_objectList); | 
|---|
| 81 |  | 
|---|
| 82 | //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); | 
|---|
| 83 |  | 
|---|
| 84 |   this->loadModel("models/guns/frag_cannon.obj", .4); | 
|---|
| 85 |  | 
|---|
| 86 |  | 
|---|
| 87 |   this->setStateDuration(WS_SHOOTING, 0.5);   // 2 Schuss pro Sekunde | 
|---|
| 88 |   this->setStateDuration(WS_RELOADING, 0); | 
|---|
| 89 |   this->setStateDuration(WS_ACTIVATING, .5); | 
|---|
| 90 |   this->setStateDuration(WS_DEACTIVATING, 1); | 
|---|
| 91 |  | 
|---|
| 92 |   this->setEnergyMax(500); | 
|---|
| 93 |   this->increaseEnergy(500); | 
|---|
| 94 |   //this->minCharge = 2; | 
|---|
| 95 |  | 
|---|
| 96 |   this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); | 
|---|
| 97 | //   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); | 
|---|
| 98 |   this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); | 
|---|
| 99 |  | 
|---|
| 100 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); | 
|---|
| 101 |   this->setProjectileTypeC("HBolt"); | 
|---|
| 102 |   this->prepareProjectiles(5); | 
|---|
| 103 |  | 
|---|
| 104 |   this->setBarrels(3); | 
|---|
| 105 |   this->setSegs(2); | 
|---|
| 106 |   this->activeBarrel = 0; | 
|---|
| 107 |  | 
|---|
| 108 |  | 
|---|
| 109 |  | 
|---|
| 110 |   this->objComp = new PNode**[this->getBarrels()]; | 
|---|
| 111 |   this->emissionPoint = new PNode*[this->getBarrels()]; | 
|---|
| 112 |   this->shootAnim = new Animation3D**[this->getBarrels()]; | 
|---|
| 113 |   for (int i = 0; i < this->getBarrels(); i++) | 
|---|
| 114 |   { | 
|---|
| 115 |     this->objComp[i] = new PNode* [this->getSegs()]; | 
|---|
| 116 |     this->emissionPoint[i] = new PNode; | 
|---|
| 117 |     this->emissionPoint[i]->setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles | 
|---|
| 118 |     this->emissionPoint[i]->setName("EmissionPoint"); | 
|---|
| 119 |     this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
|---|
| 120 |     this->shootAnim[i] = new Animation3D* [this->getSegs()]; | 
|---|
| 121 |     for(int j = 0; j < this->getSegs(); j++) | 
|---|
| 122 |     { | 
|---|
| 123 |       this->objComp[i][j] = new PNode; | 
|---|
| 124 |       this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); | 
|---|
| 125 |       this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 126 |     } | 
|---|
| 127 |   } | 
|---|
| 128 |  | 
|---|
| 129 |   if (this->leftRight == W_RIGHT) | 
|---|
| 130 |   { | 
|---|
| 131 |     this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, 0.06)); | 
|---|
| 132 |     this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, 0.14)); | 
|---|
| 133 |     this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, -.14)); | 
|---|
| 134 |   } | 
|---|
| 135 |   else { | 
|---|
| 136 |     this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, -.06)); | 
|---|
| 137 |     this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, -.14)); | 
|---|
| 138 |     this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, 0.14)); | 
|---|
| 139 |   } | 
|---|
| 140 |  | 
|---|
| 141 |  | 
|---|
| 142 | //   Animation3D* animB0Shoot = this->getAnimation(WS_SHOOTING0, this->objComp[0][0]); | 
|---|
| 143 | //   Animation3D* animB1Shoot = this->getAnimation(WS_SHOOTING1, this->objComp2); | 
|---|
| 144 | //   Animation3D* animB2Shoot = this->getAnimation(WS_SHOOTING2, this->objComp3); | 
|---|
| 145 | //   Animation3D* animT0Shoot = this->getAnimation(WS_SHOOTING3, this->objComp[0][1]); | 
|---|
| 146 | //   Animation3D* animT1Shoot = this->getAnimation(WS_SHOOTING4, this->objComp5); | 
|---|
| 147 | //   Animation3D* animT2Shoot = this->getAnimation(WS_SHOOTING5, this->objComp6); | 
|---|
| 148 |  | 
|---|
| 149 |  | 
|---|
| 150 | //   this->shootAnim[0][0]->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 151 | //   animB1Shoot->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 152 | //   animB2Shoot->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 153 | //   animT0Shoot->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 154 | //   animT1Shoot->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 155 | //   animT2Shoot->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 156 |  | 
|---|
| 157 |   for (int i = 0; i < this->getBarrels(); i++){ | 
|---|
| 158 |     this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 159 |     this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 160 |     this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.55, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 161 |  | 
|---|
| 162 |     this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 163 |     this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 164 |     this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.25, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 165 |   } | 
|---|
| 166 |  | 
|---|
| 167 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
|---|
| 168 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
|---|
| 169 |  | 
|---|
| 170 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 171 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
|---|
| 172 |  | 
|---|
| 173 | //   this->setEmissionPoint(3.8, 1.2, 0, 0); | 
|---|
| 174 |  | 
|---|
| 175 |   animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 176 |   animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 177 |  | 
|---|
| 178 |   animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 179 |   animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
|---|
| 180 | } | 
|---|
| 181 |  | 
|---|
| 182 |  | 
|---|
| 183 | void HeavyBlaster::fire() | 
|---|
| 184 | { | 
|---|
| 185 |   Projectile* pj =  this->getProjectile(); | 
|---|
| 186 |   if (pj == NULL) | 
|---|
| 187 |     return; | 
|---|
| 188 |  | 
|---|
| 189 |   // set the owner | 
|---|
| 190 |   pj->setOwner(this->getOwner()); | 
|---|
| 191 |   pj->setParent(PNode::getNullParent()); | 
|---|
| 192 |  | 
|---|
| 193 | //   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); | 
|---|
| 194 | //   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); | 
|---|
| 195 |   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); | 
|---|
| 196 |  | 
|---|
| 197 |   pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); | 
|---|
| 198 | //   pj->setAbsCoor(this->getEmissionPoint(0)); | 
|---|
| 199 |   pj->setAbsDir(this->getAbsDir()); | 
|---|
| 200 | //   pj->toList(OM_GROUP_01_PROJ); | 
|---|
| 201 |   pj->activate(); | 
|---|
| 202 |  | 
|---|
| 203 |   // initiate animation | 
|---|
| 204 |   for (int i = 0; i < this->getSegs(); i++) | 
|---|
| 205 |     this->shootAnim[this->activeBarrel][i]->replay(); | 
|---|
| 206 |  | 
|---|
| 207 |   // switch barrel | 
|---|
| 208 |   this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); | 
|---|
| 209 | } | 
|---|
| 210 |  | 
|---|
| 211 | /** | 
|---|
| 212 |  *  this activates the weapon | 
|---|
| 213 | */ | 
|---|
| 214 | void HeavyBlaster::activate() | 
|---|
| 215 | { | 
|---|
| 216 | } | 
|---|
| 217 |  | 
|---|
| 218 | /** | 
|---|
| 219 |  *  this deactivates the weapon | 
|---|
| 220 | */ | 
|---|
| 221 | void HeavyBlaster::deactivate() | 
|---|
| 222 | { | 
|---|
| 223 | } | 
|---|
| 224 |  | 
|---|
| 225 |  | 
|---|
| 226 | void HeavyBlaster::draw() const | 
|---|
| 227 | { | 
|---|
| 228 |   glMatrixMode(GL_MODELVIEW); | 
|---|
| 229 |   glPushMatrix(); | 
|---|
| 230 |   glTranslatef (this->getAbsCoor ().x, | 
|---|
| 231 |                 this->getAbsCoor ().y, | 
|---|
| 232 |                 this->getAbsCoor ().z); | 
|---|
| 233 |     Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
|---|
| 234 |     glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
|---|
| 235 |  | 
|---|
| 236 |   if (this->leftRight == W_LEFT) | 
|---|
| 237 |     glScalef(1.0, 1.0, -1.0); | 
|---|
| 238 |  | 
|---|
| 239 |   static_cast<StaticModel*>(this->getModel())->draw(6); | 
|---|
| 240 |  | 
|---|
| 241 |   glPushMatrix(); | 
|---|
| 242 |     glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z); | 
|---|
| 243 |     static_cast<StaticModel*>(this->getModel())->draw(2); | 
|---|
| 244 |   glPopMatrix(); | 
|---|
| 245 |  | 
|---|
| 246 |   glPushMatrix(); | 
|---|
| 247 |     glTranslatef (this->objComp[1][0]->getAbsCoor().x, this->objComp[1][0]->getAbsCoor().y, this->objComp[1][0]->getAbsCoor().z); | 
|---|
| 248 |     static_cast<StaticModel*>(this->getModel())->draw(3); | 
|---|
| 249 |   glPopMatrix(); | 
|---|
| 250 |  | 
|---|
| 251 |   glPushMatrix(); | 
|---|
| 252 |     glTranslatef (this->objComp[2][0]->getAbsCoor().x, this->objComp[2][0]->getAbsCoor().y, this->objComp[2][0]->getAbsCoor().z); | 
|---|
| 253 |     static_cast<StaticModel*>(this->getModel())->draw(1); | 
|---|
| 254 |   glPopMatrix(); | 
|---|
| 255 |  | 
|---|
| 256 |   glPushMatrix(); | 
|---|
| 257 |     glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z); | 
|---|
| 258 |     static_cast<StaticModel*>(this->getModel())->draw(4); | 
|---|
| 259 |   glPopMatrix(); | 
|---|
| 260 |  | 
|---|
| 261 |   glPushMatrix(); | 
|---|
| 262 |     glTranslatef (this->objComp[1][1]->getAbsCoor().x, this->objComp[1][1]->getAbsCoor().y, this->objComp[1][1]->getAbsCoor().z); | 
|---|
| 263 |     static_cast<StaticModel*>(this->getModel())->draw(5); | 
|---|
| 264 |   glPopMatrix(); | 
|---|
| 265 |  | 
|---|
| 266 |   glPushMatrix(); | 
|---|
| 267 |     glTranslatef (this->objComp[2][1]->getAbsCoor().x, this->objComp[2][1]->getAbsCoor().y, this->objComp[2][1]->getAbsCoor().z); | 
|---|
| 268 |     static_cast<StaticModel*>(this->getModel())->draw(0); | 
|---|
| 269 |   glPopMatrix(); | 
|---|
| 270 |  | 
|---|
| 271 |   glPopMatrix(); | 
|---|
| 272 | } | 
|---|
| 273 |  | 
|---|
| 274 | void HeavyBlaster::tick(float dt) | 
|---|
| 275 | { | 
|---|
| 276 |   if (!Weapon::tickW(dt)) | 
|---|
| 277 |     return; | 
|---|
| 278 |   if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized) | 
|---|
| 279 |   { | 
|---|
| 280 |     this->energyWidget->setDisplayedImage("textures/gui/gui_heavy_bolt.png"); | 
|---|
| 281 |     this->setEnergyWidgetInitialized(true); | 
|---|
| 282 |   } | 
|---|
| 283 | } | 
|---|