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source: orxonox.OLD/trunk/src/world_entities/weapons/hyperblaster.cc @ 7076

Last change on this file since 7076 was 7076, checked in by bensch, 18 years ago

weaponAdjustment

File size: 4.4 KB
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1
2
3/*
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
14   main-programmer: Benjamin Grauer
15   co-programmer:
16
17
18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
20*/
21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
22
23#include "hyperblaster.h"
24
25#include "world_entity.h"
26#include "model.h"
27#include "world_entities/projectiles/projectile.h"
28#include "weapon_manager.h"
29#include "factory.h"
30
31#include "vector.h"
32#include "list.h"
33#include "animation3d.h"
34
35#include "fast_factory.h"
36
37
38using namespace std;
39
40CREATE_FACTORY(Hyperblaster, CL_HYPERBLASTER);
41
42Hyperblaster::Hyperblaster(const TiXmlElement* root)
43{
44  this->init();
45  if (root != NULL)
46    this->loadParams(root);
47}
48
49/**
50 *  standard deconstructor
51*/
52Hyperblaster::~Hyperblaster ()
53{
54  // model will be deleted from WorldEntity-destructor
55}
56
57
58void Hyperblaster::init()
59{
60  this->setClassID(CL_HYPERBLASTER, "Hyperblaster");
61
62//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
63
64  this->loadModel("models/guns/plasmadriver_#.obj", 2.0);
65
66  this->setStateDuration(WS_SHOOTING, 2.0);
67  this->setStateDuration(WS_RELOADING, 5.0);
68  this->setStateDuration(WS_ACTIVATING, .8);
69  this->setStateDuration(WS_DEACTIVATING, .8);
70
71  this->setEnergyMax(5000);
72  this->increaseEnergy(5000);
73  //this->minCharge = 2;
74
75  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_4.wav");
76  this->setActionSound(WA_ACTIVATE, "sound/powerups/whats this2.wav");
77  this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav");
78
79  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY);
80  this->setProjectileType(CL_HYPERBLAST);
81  this->prepareProjectiles(2);
82
83//  this->objectComponent1 = new PNode();
84//  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
85  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
86  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
87  //parent->addChild(this->objectComponent1, PNODE_ALL);
88//  this->addChild(this->objectComponent1);
89
90//  animation1->setInfinity(ANIM_INF_CONSTANT);
91  animation2->setInfinity(ANIM_INF_CONSTANT);
92  animation3->setInfinity(ANIM_INF_CONSTANT);
93
94  this->setEmissionPoint(3.8, 1.2, 0);
95
96//     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
97//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
98//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
99
100  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
101  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
102
103  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
104  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
105}
106
107
108void Hyperblaster::loadParams(const TiXmlElement* root)
109{
110  Weapon::loadParams(root);
111}
112
113
114/**
115 *  this activates the weapon
116
117   This is needed, since there can be more than one weapon on a ship. the
118   activation can be connected with an animation. for example the weapon is
119   been armed out.
120*/
121void Hyperblaster::activate()
122{
123}
124
125
126/**
127 *  this deactivates the weapon
128
129   This is needed, since there can be more than one weapon on a ship. the
130   activation can be connected with an animation. for example the weapon is
131   been armed out.
132*/
133void Hyperblaster::deactivate()
134{
135}
136
137
138/**
139 *  fires the weapon
140
141   this is called from the player.cc, when fire-button is been pushed
142   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
143*/
144void Hyperblaster::fire()
145{
146  Projectile* pj =  this->getProjectile();
147  if (pj == NULL)
148    return;
149
150  pj->setParent(PNode::getNullParent());
151
152  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5));
153
154  pj->setAbsCoor(this->getEmissionPoint());
155  pj->setAbsDir(this->getAbsDir());
156  pj->activate();
157}
158
159/**
160 *  is called, when the weapon is destroyed
161 *
162 * this is in conjunction with the hit function, so when a weapon is able to get
163 * hit, it can also be destoryed.
164*/
165void Hyperblaster::destroy ()
166{}
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