| [3618] | 1 |  | 
|---|
 | 2 |  | 
|---|
| [4592] | 3 | /* | 
|---|
| [3618] | 4 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
 | 5 |  | 
|---|
 | 6 |    Copyright (C) 2004 orx | 
|---|
 | 7 |  | 
|---|
 | 8 |    This program is free software; you can redistribute it and/or modify | 
|---|
 | 9 |    it under the terms of the GNU General Public License as published by | 
|---|
 | 10 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
 | 11 |    any later version. | 
|---|
 | 12 |  | 
|---|
 | 13 |    ### File Specific | 
|---|
| [6810] | 14 |    main-programmer: Benjamin Grauer | 
|---|
| [4592] | 15 |    co-programmer: | 
|---|
| [3631] | 16 |  | 
|---|
 | 17 |  | 
|---|
| [4836] | 18 |    @todo: direction in which the projectile flights | 
|---|
 | 19 |    @todo: a target to set/hit | 
|---|
| [3618] | 20 | */ | 
|---|
| [5357] | 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
|---|
| [3618] | 22 |  | 
|---|
| [6810] | 23 | #include "hyperblaster.h" | 
|---|
| [3618] | 24 |  | 
|---|
 | 25 | #include "world_entity.h" | 
|---|
| [3677] | 26 | #include "model.h" | 
|---|
| [6434] | 27 | #include "world_entities/projectiles/projectile.h" | 
|---|
| [4955] | 28 | #include "weapon_manager.h" | 
|---|
| [7193] | 29 | #include "util/loading/factory.h" | 
|---|
| [3618] | 30 |  | 
|---|
| [3851] | 31 | #include "animation3d.h" | 
|---|
| [3618] | 32 |  | 
|---|
| [9869] | 33 | #include "loading/fast_factory.h" | 
|---|
| [4287] | 34 |  | 
|---|
| [4931] | 35 |  | 
|---|
| [3618] | 36 |  | 
|---|
| [10114] | 37 |  | 
|---|
 | 38 | ObjectListDefinition(Hyperblaster); | 
|---|
| [9869] | 39 | CREATE_FACTORY(Hyperblaster); | 
|---|
| [9406] | 40 |  | 
|---|
| [6810] | 41 | Hyperblaster::Hyperblaster(const TiXmlElement* root) | 
|---|
| [3683] | 42 | { | 
|---|
| [4974] | 43 |   this->init(); | 
|---|
| [6517] | 44 |   if (root != NULL) | 
|---|
 | 45 |     this->loadParams(root); | 
|---|
| [4972] | 46 | } | 
|---|
 | 47 |  | 
|---|
 | 48 | /** | 
|---|
 | 49 |  *  standard deconstructor | 
|---|
 | 50 | */ | 
|---|
| [6810] | 51 | Hyperblaster::~Hyperblaster () | 
|---|
| [4972] | 52 | { | 
|---|
 | 53 |   // model will be deleted from WorldEntity-destructor | 
|---|
 | 54 | } | 
|---|
 | 55 |  | 
|---|
 | 56 |  | 
|---|
| [6810] | 57 | void Hyperblaster::init() | 
|---|
| [4972] | 58 | { | 
|---|
| [9869] | 59 |   this->registerObject(this, Hyperblaster::_objectList); | 
|---|
| [4972] | 60 |  | 
|---|
| [5053] | 61 | //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); | 
|---|
| [4972] | 62 |  | 
|---|
| [6803] | 63 |   this->loadModel("models/guns/plasmadriver_#.obj", 2.0); | 
|---|
| [5053] | 64 |  | 
|---|
| [5744] | 65 |   this->setStateDuration(WS_SHOOTING, 2.0); | 
|---|
| [6810] | 66 |   this->setStateDuration(WS_RELOADING, 5.0); | 
|---|
| [6811] | 67 |   this->setStateDuration(WS_ACTIVATING, .8); | 
|---|
 | 68 |   this->setStateDuration(WS_DEACTIVATING, .8); | 
|---|
| [4885] | 69 |  | 
|---|
| [7076] | 70 |   this->setEnergyMax(5000); | 
|---|
 | 71 |   this->increaseEnergy(5000); | 
|---|
| [4927] | 72 |   //this->minCharge = 2; | 
|---|
| [4885] | 73 |  | 
|---|
| [7045] | 74 |   this->setActionSound(WA_SHOOT, "sound/explosions/explosion_4.wav"); | 
|---|
 | 75 |   this->setActionSound(WA_ACTIVATE, "sound/powerups/whats this2.wav"); | 
|---|
 | 76 |   this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); | 
|---|
| [4934] | 77 |  | 
|---|
| [6803] | 78 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY); | 
|---|
| [9869] | 79 |   this->setProjectileTypeC("Hyperblast"); | 
|---|
| [6810] | 80 |   this->prepareProjectiles(2); | 
|---|
| [5457] | 81 |  | 
|---|
| [5623] | 82 | //  this->objectComponent1 = new PNode(); | 
|---|
 | 83 | //  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); | 
|---|
 | 84 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
|---|
 | 85 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
|---|
 | 86 |   //parent->addChild(this->objectComponent1, PNODE_ALL); | 
|---|
 | 87 | //  this->addChild(this->objectComponent1); | 
|---|
 | 88 |  | 
|---|
 | 89 | //  animation1->setInfinity(ANIM_INF_CONSTANT); | 
|---|
 | 90 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
|---|
 | 91 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
|---|
 | 92 |  | 
|---|
 | 93 |   this->setEmissionPoint(3.8, 1.2, 0); | 
|---|
 | 94 |  | 
|---|
 | 95 | //     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
|---|
 | 96 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
|---|
 | 97 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); | 
|---|
 | 98 |  | 
|---|
| [6811] | 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); | 
|---|
| [5623] | 101 |  | 
|---|
| [6811] | 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); | 
|---|
| [3683] | 104 | } | 
|---|
| [3618] | 105 |  | 
|---|
 | 106 |  | 
|---|
| [6810] | 107 | void Hyperblaster::loadParams(const TiXmlElement* root) | 
|---|
| [3618] | 108 | { | 
|---|
| [6512] | 109 |   Weapon::loadParams(root); | 
|---|
| [3618] | 110 | } | 
|---|
 | 111 |  | 
|---|
 | 112 |  | 
|---|
 | 113 | /** | 
|---|
| [4836] | 114 |  *  this activates the weapon | 
|---|
| [3618] | 115 |  | 
|---|
| [4592] | 116 |    This is needed, since there can be more than one weapon on a ship. the | 
|---|
 | 117 |    activation can be connected with an animation. for example the weapon is | 
|---|
 | 118 |    been armed out. | 
|---|
| [3618] | 119 | */ | 
|---|
| [6810] | 120 | void Hyperblaster::activate() | 
|---|
| [3980] | 121 | { | 
|---|
 | 122 | } | 
|---|
| [3618] | 123 |  | 
|---|
 | 124 |  | 
|---|
 | 125 | /** | 
|---|
| [4836] | 126 |  *  this deactivates the weapon | 
|---|
| [3618] | 127 |  | 
|---|
| [4592] | 128 |    This is needed, since there can be more than one weapon on a ship. the | 
|---|
 | 129 |    activation can be connected with an animation. for example the weapon is | 
|---|
| [3618] | 130 |    been armed out. | 
|---|
 | 131 | */ | 
|---|
| [6810] | 132 | void Hyperblaster::deactivate() | 
|---|
| [3980] | 133 | { | 
|---|
 | 134 | } | 
|---|
| [3618] | 135 |  | 
|---|
 | 136 |  | 
|---|
 | 137 | /** | 
|---|
| [4836] | 138 |  *  fires the weapon | 
|---|
| [4592] | 139 |  | 
|---|
| [3618] | 140 |    this is called from the player.cc, when fire-button is been pushed | 
|---|
| [4836] | 141 |    @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent | 
|---|
| [3618] | 142 | */ | 
|---|
| [6810] | 143 | void Hyperblaster::fire() | 
|---|
| [3620] | 144 | { | 
|---|
| [5356] | 145 |   Projectile* pj =  this->getProjectile(); | 
|---|
 | 146 |   if (pj == NULL) | 
|---|
 | 147 |     return; | 
|---|
| [3888] | 148 |  | 
|---|
| [6074] | 149 |   pj->setParent(PNode::getNullParent()); | 
|---|
| [5000] | 150 |  | 
|---|
| [5744] | 151 |   pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); | 
|---|
| [4955] | 152 |  | 
|---|
| [4927] | 153 |   pj->setAbsCoor(this->getEmissionPoint()); | 
|---|
| [3708] | 154 |   pj->setAbsDir(this->getAbsDir()); | 
|---|
| [5443] | 155 |   pj->activate(); | 
|---|
| [3620] | 156 | } | 
|---|
| [3618] | 157 |  | 
|---|
| [8777] | 158 |  | 
|---|