[9972] | 1 | #include "heavy_blaster.h" |
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[9975] | 2 | #include "world_entities/projectiles/projectile.h" |
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[9972] | 3 | |
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[9975] | 4 | #include "world_entity.h" |
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| 5 | #include "static_model.h" |
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| 6 | #include "weapon_manager.h" |
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| 7 | #include "util/loading/factory.h" |
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| 8 | |
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| 9 | #include "animation3d.h" |
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| 10 | |
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| 11 | #include "loading/fast_factory.h" |
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| 12 | |
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| 13 | CREATE_FACTORY(HeavyBlaster); |
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| 14 | /** |
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| 15 | * Standard constructor |
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| 16 | */ |
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[10152] | 17 | HeavyBlaster::HeavyBlaster (int leftRight) |
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[9975] | 18 | : Weapon() |
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| 19 | { |
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[10152] | 20 | this->init(leftRight); |
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[9975] | 21 | } |
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| 22 | |
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[9972] | 23 | HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL) |
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| 24 | : Weapon() |
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[9975] | 25 | { |
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[10152] | 26 | // TODO add leftRight to params |
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| 27 | this->init(0); |
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[9972] | 28 | if (root != NULL) |
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| 29 | this->loadParams(root); |
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[9975] | 30 | } |
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[9972] | 31 | |
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| 32 | /** |
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| 33 | * Default destructor |
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| 34 | */ |
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| 35 | HeavyBlaster::~HeavyBlaster() |
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[9975] | 36 | { |
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[10170] | 37 | for (int i = 0; i < this->getBarrels(); i++) |
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| 38 | { |
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[10261] | 39 | delete [] this->shootAnim[i]; |
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| 40 | delete [] this->objComp[i]; |
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| 41 | } |
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| 42 | delete [] this->emissionPoint; |
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[10415] | 43 | |
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[10281] | 44 | delete [] this->shootAnim; |
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| 45 | delete [] this->objComp; |
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[10261] | 46 | /* |
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[10170] | 47 | for(int j = 0; j < this->getSegs(); j++) |
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| 48 | { |
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| 49 | delete this->shootAnim[i][j]; |
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| 50 | delete this->objComp[i][j]; |
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| 51 | } |
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| 52 | delete this->shootAnim[i]; |
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| 53 | delete this->objComp[i]; |
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| 54 | delete this->emissionPoint[i]; |
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[10261] | 55 | }*/ |
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[10170] | 56 | |
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[10261] | 57 | // this->deconstr(); |
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[10152] | 58 | // model will be deleted from WorldEntity-destructor |
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[9975] | 59 | } |
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[9972] | 60 | |
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[9975] | 61 | void HeavyBlaster::loadParams(const TiXmlElement* root) |
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| 62 | { |
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| 63 | Weapon::loadParams(root); |
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| 64 | } |
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[9972] | 65 | |
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[10152] | 66 | void HeavyBlaster::init(int leftRight) |
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[9975] | 67 | { |
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[10152] | 68 | |
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| 69 | this->leftRight = leftRight; |
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[9975] | 70 | //this->registerObject(this, HeavyBlaster::_objectList); |
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| 71 | |
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| 72 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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| 73 | |
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[10472] | 74 | this->loadModel("models/guns/frag_cannon.obj", .4); |
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[9975] | 75 | |
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[10415] | 76 | |
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[9998] | 77 | this->setStateDuration(WS_SHOOTING, 0.5); // 2 Schuss pro Sekunde |
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[9975] | 78 | this->setStateDuration(WS_RELOADING, 0); |
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| 79 | this->setStateDuration(WS_ACTIVATING, .5); |
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| 80 | this->setStateDuration(WS_DEACTIVATING, 1); |
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| 81 | |
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[9998] | 82 | this->setEnergyMax(500); |
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| 83 | this->increaseEnergy(500); |
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[9975] | 84 | //this->minCharge = 2; |
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| 85 | |
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[10415] | 86 | this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); |
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| 87 | this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); |
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| 88 | this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); |
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[9975] | 89 | |
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| 90 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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[10188] | 91 | this->setProjectileTypeC("HBolt"); // FIXME temp project type until the blaste class exist |
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[10170] | 92 | // this->setProjectileTypeC("SpikeBall"); // FIXME temp project type until the blaste class exist |
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[9998] | 93 | this->prepareProjectiles(5); |
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[9975] | 94 | |
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[10136] | 95 | this->setBarrels(3); |
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| 96 | this->setSegs(2); |
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[10152] | 97 | this->activeBarrel = 0; |
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| 98 | // this->init2(); |
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[10136] | 99 | |
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[10133] | 100 | |
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[10152] | 101 | |
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| 102 | this->objComp = new PNode**[this->getBarrels()]; |
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| 103 | this->emissionPoint = new PNode*[this->getBarrels()]; |
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| 104 | this->shootAnim = new Animation3D**[this->getBarrels()]; |
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| 105 | for (int i = 0; i < this->getBarrels(); i++) |
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| 106 | { |
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| 107 | this->objComp[i] = new PNode* [this->getSegs()]; |
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| 108 | this->emissionPoint[i] = new PNode; |
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| 109 | 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 |
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| 110 | this->emissionPoint[i]->setName("EmissionPoint"); |
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| 111 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 112 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; |
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| 113 | for(int j = 0; j < this->getSegs(); j++) |
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| 114 | { |
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| 115 | this->objComp[i][j] = new PNode; |
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| 116 | this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); |
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| 117 | this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); |
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| 118 | } |
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| 119 | } |
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| 120 | |
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[10159] | 121 | if (this->leftRight == W_RIGHT) |
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| 122 | { |
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[10152] | 123 | this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, 0.06)); |
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| 124 | this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, 0.14)); |
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| 125 | this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, -.14)); |
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[10159] | 126 | } |
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| 127 | else { |
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| 128 | this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, -.06)); |
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| 129 | this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, -.14)); |
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| 130 | this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, 0.14)); |
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| 131 | } |
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[10152] | 132 | |
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| 133 | |
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| 134 | // Animation3D* animB0Shoot = this->getAnimation(WS_SHOOTING0, this->objComp[0][0]); |
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[10136] | 135 | // Animation3D* animB1Shoot = this->getAnimation(WS_SHOOTING1, this->objComp2); |
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| 136 | // Animation3D* animB2Shoot = this->getAnimation(WS_SHOOTING2, this->objComp3); |
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[10152] | 137 | // Animation3D* animT0Shoot = this->getAnimation(WS_SHOOTING3, this->objComp[0][1]); |
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[10136] | 138 | // Animation3D* animT1Shoot = this->getAnimation(WS_SHOOTING4, this->objComp5); |
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| 139 | // Animation3D* animT2Shoot = this->getAnimation(WS_SHOOTING5, this->objComp6); |
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[10133] | 140 | |
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[10152] | 141 | |
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| 142 | // this->shootAnim[0][0]->setInfinity(ANIM_INF_CONSTANT); |
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[10136] | 143 | // animB1Shoot->setInfinity(ANIM_INF_CONSTANT); |
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| 144 | // animB2Shoot->setInfinity(ANIM_INF_CONSTANT); |
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| 145 | // animT0Shoot->setInfinity(ANIM_INF_CONSTANT); |
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| 146 | // animT1Shoot->setInfinity(ANIM_INF_CONSTANT); |
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| 147 | // animT2Shoot->setInfinity(ANIM_INF_CONSTANT); |
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[10133] | 148 | |
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[10152] | 149 | for (int i = 0; i < this->getBarrels(); i++){ |
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[10159] | 150 | this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL); |
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| 151 | this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL); |
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| 152 | this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.55, ANIM_LINEAR, ANIM_NULL); |
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[10133] | 153 | |
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[10159] | 154 | this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL); |
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| 155 | this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL); |
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| 156 | this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.25, ANIM_LINEAR, ANIM_NULL); |
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[10152] | 157 | } |
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[10133] | 158 | |
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[9975] | 159 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 160 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 161 | |
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| 162 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 163 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 164 | |
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[10152] | 165 | // this->setEmissionPoint(3.8, 1.2, 0, 0); |
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[9975] | 166 | |
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| 167 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 168 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 169 | |
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| 170 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 171 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 172 | } |
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| 173 | |
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| 174 | |
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| 175 | void HeavyBlaster::fire() |
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| 176 | { |
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| 177 | Projectile* pj = this->getProjectile(); |
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| 178 | if (pj == NULL) |
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| 179 | return; |
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| 180 | |
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| 181 | // set the owner |
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| 182 | pj->setOwner(this->getOwner()); |
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| 183 | pj->setParent(PNode::getNullParent()); |
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| 184 | |
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[10044] | 185 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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[10046] | 186 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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[10044] | 187 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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[9975] | 188 | |
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[10152] | 189 | pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); |
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| 190 | // pj->setAbsCoor(this->getEmissionPoint(0)); |
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[9975] | 191 | pj->setAbsDir(this->getAbsDir()); |
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[10152] | 192 | // pj->toList(OM_GROUP_01_PROJ); |
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[9975] | 193 | pj->activate(); |
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[10152] | 194 | |
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| 195 | // initiate animation |
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| 196 | for (int i = 0; i < this->getSegs(); i++) |
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| 197 | this->shootAnim[this->activeBarrel][i]->replay(); |
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| 198 | |
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| 199 | // switch barrel |
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| 200 | this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); |
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[9975] | 201 | } |
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| 202 | |
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| 203 | /** |
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| 204 | * this activates the weapon |
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| 205 | */ |
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| 206 | void HeavyBlaster::activate() |
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| 207 | { |
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| 208 | } |
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| 209 | |
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| 210 | /** |
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| 211 | * this deactivates the weapon |
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| 212 | */ |
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| 213 | void HeavyBlaster::deactivate() |
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| 214 | { |
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| 215 | } |
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| 216 | |
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[10152] | 217 | |
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[9975] | 218 | void HeavyBlaster::draw() const |
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| 219 | { |
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[10133] | 220 | glMatrixMode(GL_MODELVIEW); |
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| 221 | glPushMatrix(); |
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| 222 | glTranslatef (this->getAbsCoor ().x, |
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| 223 | this->getAbsCoor ().y, |
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| 224 | this->getAbsCoor ().z); |
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| 225 | |
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[10152] | 226 | if (this->leftRight == W_LEFT) |
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| 227 | glScalef(1.0, 1.0, -1.0); |
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| 228 | |
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[10133] | 229 | static_cast<StaticModel*>(this->getModel())->draw(6); |
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| 230 | |
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| 231 | glPushMatrix(); |
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[10152] | 232 | glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z); |
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[10136] | 233 | static_cast<StaticModel*>(this->getModel())->draw(1); |
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[10152] | 234 | glPopMatrix(); |
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[10136] | 235 | |
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[10133] | 236 | glPushMatrix(); |
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[10286] | 237 | glTranslatef (this->objComp[1][0]->getAbsCoor().x, this->objComp[1][0]->getAbsCoor().y, this->objComp[1][0]->getAbsCoor().z); |
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| 238 | static_cast<StaticModel*>(this->getModel())->draw(2); |
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[10133] | 239 | glPopMatrix(); |
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| 240 | |
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| 241 | glPushMatrix(); |
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[10286] | 242 | glTranslatef (this->objComp[2][0]->getAbsCoor().x, this->objComp[2][0]->getAbsCoor().y, this->objComp[2][0]->getAbsCoor().z); |
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| 243 | static_cast<StaticModel*>(this->getModel())->draw(0); |
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[10152] | 244 | glPopMatrix(); |
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[10136] | 245 | |
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[10133] | 246 | glPushMatrix(); |
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[10286] | 247 | glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z); |
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[10152] | 248 | static_cast<StaticModel*>(this->getModel())->draw(4); |
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| 249 | glPopMatrix(); |
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| 250 | |
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| 251 | glPushMatrix(); |
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[10286] | 252 | glTranslatef (this->objComp[1][1]->getAbsCoor().x, this->objComp[1][1]->getAbsCoor().y, this->objComp[1][1]->getAbsCoor().z); |
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| 253 | static_cast<StaticModel*>(this->getModel())->draw(5); |
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[10133] | 254 | glPopMatrix(); |
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| 255 | |
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| 256 | glPushMatrix(); |
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[10286] | 257 | glTranslatef (this->objComp[2][1]->getAbsCoor().x, this->objComp[2][1]->getAbsCoor().y, this->objComp[2][1]->getAbsCoor().z); |
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| 258 | static_cast<StaticModel*>(this->getModel())->draw(3); |
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[10152] | 259 | glPopMatrix(); |
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[10133] | 260 | |
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| 261 | glPopMatrix(); |
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[9975] | 262 | } |
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