| 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 | |
|---|
| 38 | using namespace std; |
|---|
| 39 | |
|---|
| 40 | CREATE_FACTORY(Hyperblaster, CL_HYPERBLASTER); |
|---|
| 41 | |
|---|
| 42 | Hyperblaster::Hyperblaster(const TiXmlElement* root) |
|---|
| 43 | { |
|---|
| 44 | this->init(); |
|---|
| 45 | if (root != NULL) |
|---|
| 46 | this->loadParams(root); |
|---|
| 47 | } |
|---|
| 48 | |
|---|
| 49 | /** |
|---|
| 50 | * standard deconstructor |
|---|
| 51 | */ |
|---|
| 52 | Hyperblaster::~Hyperblaster () |
|---|
| 53 | { |
|---|
| 54 | // model will be deleted from WorldEntity-destructor |
|---|
| 55 | } |
|---|
| 56 | |
|---|
| 57 | |
|---|
| 58 | void 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 | |
|---|
| 108 | void 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 | */ |
|---|
| 121 | void 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 | */ |
|---|
| 133 | void 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 | */ |
|---|
| 144 | void 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 | */ |
|---|
| 165 | void Hyperblaster::destroy () |
|---|
| 166 | {} |
|---|