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