| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 | Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 | This program is free software; you can redistribute it and/or modify | 
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| 9 | it under the terms of the GNU General Public License as published by | 
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| 10 | the Free Software Foundation; either version 2, or (at your option) | 
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| 11 | any later version. | 
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| 12 |  | 
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| 13 | ### File Specific | 
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| 14 | main-programmer: Benjamin Grauer | 
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| 15 | co-programmer: | 
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| 16 |  | 
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| 17 |  | 
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| 18 | @todo: direction in which the projectile flights | 
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| 19 | @todo: a target to set/hit | 
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| 20 | */ | 
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| 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| 22 |  | 
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| 23 | #include "hyperblaster.h" | 
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| 24 |  | 
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| 25 | #include "world_entity.h" | 
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| 26 | #include "model.h" | 
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| 27 | #include "world_entities/projectiles/projectile.h" | 
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| 28 | #include "weapon_manager.h" | 
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| 29 | #include "util/loading/factory.h" | 
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| 30 |  | 
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| 31 | #include "animation3d.h" | 
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| 32 |  | 
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| 33 | #include "loading/fast_factory.h" | 
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| 34 |  | 
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| 35 |  | 
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| 36 |  | 
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| 37 |  | 
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| 38 | ObjectListDefinition(Hyperblaster); | 
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| 39 | CREATE_FACTORY(Hyperblaster); | 
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| 40 |  | 
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| 41 | Hyperblaster::Hyperblaster(const TiXmlElement* root) | 
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| 42 | { | 
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| 43 | this->init(); | 
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| 44 | if (root != NULL) | 
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| 45 | this->loadParams(root); | 
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| 46 | } | 
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| 47 |  | 
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| 48 | /** | 
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| 49 | *  standard deconstructor | 
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| 50 | */ | 
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| 51 | Hyperblaster::~Hyperblaster () | 
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| 52 | { | 
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| 53 | // model will be deleted from WorldEntity-destructor | 
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| 54 | } | 
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| 55 |  | 
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| 56 |  | 
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| 57 | void Hyperblaster::init() | 
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| 58 | { | 
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| 59 | this->registerObject(this, Hyperblaster::_objectList); | 
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| 60 |  | 
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| 61 | //  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); | 
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| 62 |  | 
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| 63 | this->loadModel("models/guns/plasmadriver_#.obj", 2.0); | 
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| 64 |  | 
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| 65 | this->setStateDuration(WS_SHOOTING, 2.0); | 
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| 66 | this->setStateDuration(WS_RELOADING, 5.0); | 
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| 67 | this->setStateDuration(WS_ACTIVATING, .8); | 
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| 68 | this->setStateDuration(WS_DEACTIVATING, .8); | 
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| 69 |  | 
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| 70 | this->setEnergyMax(5000); | 
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| 71 | this->increaseEnergy(5000); | 
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| 72 | //this->minCharge = 2; | 
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| 73 |  | 
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| 74 | this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_4.wav"); | 
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| 75 | this->setActionSound(WA_ACTIVATE, "sounds/powerups/whats this2.wav"); | 
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| 76 | this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); | 
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| 77 |  | 
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| 78 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY); | 
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| 79 | this->setProjectileTypeC("Hyperblast"); | 
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| 80 | this->prepareProjectiles(2); | 
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| 81 |  | 
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| 82 | //  this->objectComponent1 = new PNode(); | 
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| 83 | //  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); | 
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| 84 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
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| 85 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
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| 86 | //parent->addChild(this->objectComponent1, PNODE_ALL); | 
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| 87 | //  this->addChild(this->objectComponent1); | 
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| 88 |  | 
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| 89 | //  animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 90 | animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 91 | animation3->setInfinity(ANIM_INF_CONSTANT); | 
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| 92 |  | 
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| 93 | this->setEmissionPoint(3.8, 1.2, 0); | 
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| 94 |  | 
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| 95 | //     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
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| 96 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); | 
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| 97 | //     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); | 
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| 98 |  | 
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| 99 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 100 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
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| 101 |  | 
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| 102 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
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| 103 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 104 | } | 
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| 105 |  | 
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| 106 |  | 
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| 107 | void Hyperblaster::loadParams(const TiXmlElement* root) | 
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| 108 | { | 
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| 109 | Weapon::loadParams(root); | 
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| 110 | } | 
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| 111 |  | 
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| 112 |  | 
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| 113 | /** | 
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| 114 | *  this activates the weapon | 
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| 115 |  | 
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| 116 | This is needed, since there can be more than one weapon on a ship. the | 
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| 117 | activation can be connected with an animation. for example the weapon is | 
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| 118 | been armed out. | 
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| 119 | */ | 
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| 120 | void Hyperblaster::activate() | 
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| 121 | { | 
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| 122 | } | 
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| 123 |  | 
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| 124 |  | 
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| 125 | /** | 
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| 126 | *  this deactivates the weapon | 
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| 127 |  | 
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| 128 | This is needed, since there can be more than one weapon on a ship. the | 
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| 129 | activation can be connected with an animation. for example the weapon is | 
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| 130 | been armed out. | 
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| 131 | */ | 
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| 132 | void Hyperblaster::deactivate() | 
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| 133 | { | 
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| 134 | } | 
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| 135 |  | 
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| 136 |  | 
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| 137 | /** | 
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| 138 | *  fires the weapon | 
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| 139 |  | 
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| 140 | this is called from the player.cc, when fire-button is been pushed | 
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| 141 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent | 
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| 142 | */ | 
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| 143 | void Hyperblaster::fire() | 
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| 144 | { | 
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| 145 | Projectile* pj =  this->getProjectile(); | 
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| 146 | if (pj == NULL) | 
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| 147 | return; | 
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| 148 |  | 
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| 149 | pj->setParent(PNode::getNullParent()); | 
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| 150 |  | 
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| 151 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); | 
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| 152 |  | 
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| 153 | pj->setAbsCoor(this->getEmissionPoint()); | 
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| 154 | pj->setAbsDir(this->getAbsDir()); | 
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| 155 | pj->activate(); | 
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| 156 | } | 
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| 157 |  | 
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| 158 |  | 
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