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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 "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 | CREATE_FACTORY(Hyperblaster, CL_HYPERBLASTER); |
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| 39 | |
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| 40 | Hyperblaster::Hyperblaster(const TiXmlElement* root) |
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| 41 | { |
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| 42 | this->init(); |
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| 43 | if (root != NULL) |
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| 44 | this->loadParams(root); |
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| 45 | } |
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| 46 | |
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| 47 | /** |
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| 48 | * standard deconstructor |
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| 49 | */ |
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| 50 | Hyperblaster::~Hyperblaster () |
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| 51 | { |
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| 52 | // model will be deleted from WorldEntity-destructor |
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| 53 | } |
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| 54 | |
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| 55 | |
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| 56 | void Hyperblaster::init() |
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| 57 | { |
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| 58 | this->setClassID(CL_HYPERBLASTER, "Hyperblaster"); |
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| 59 | |
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| 60 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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| 61 | |
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| 62 | this->loadModel("models/guns/plasmadriver_#.obj", 2.0); |
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| 63 | |
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| 64 | this->setStateDuration(WS_SHOOTING, 2.0); |
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| 65 | this->setStateDuration(WS_RELOADING, 5.0); |
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| 66 | this->setStateDuration(WS_ACTIVATING, .8); |
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| 67 | this->setStateDuration(WS_DEACTIVATING, .8); |
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| 68 | |
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| 69 | this->setEnergyMax(5000); |
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| 70 | this->increaseEnergy(5000); |
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| 71 | //this->minCharge = 2; |
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| 72 | |
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| 73 | this->setActionSound(WA_SHOOT, "sound/explosions/explosion_4.wav"); |
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| 74 | this->setActionSound(WA_ACTIVATE, "sound/powerups/whats this2.wav"); |
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| 75 | this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); |
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| 76 | |
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| 77 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY); |
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| 78 | this->setProjectileType(CL_HYPERBLAST); |
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| 79 | this->prepareProjectiles(2); |
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| 80 | |
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| 81 | // this->objectComponent1 = new PNode(); |
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| 82 | // Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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| 83 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 84 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 85 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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| 86 | // this->addChild(this->objectComponent1); |
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| 87 | |
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| 88 | // animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 89 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 90 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 91 | |
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| 92 | this->setEmissionPoint(3.8, 1.2, 0); |
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| 93 | |
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| 94 | // animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 95 | // animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 96 | // animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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| 97 | |
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| 98 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 99 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 100 | |
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| 101 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 102 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 103 | } |
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| 104 | |
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| 105 | |
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| 106 | void Hyperblaster::loadParams(const TiXmlElement* root) |
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| 107 | { |
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| 108 | Weapon::loadParams(root); |
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| 109 | } |
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| 110 | |
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| 111 | |
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| 112 | /** |
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| 113 | * this activates the weapon |
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| 114 | |
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| 115 | This is needed, since there can be more than one weapon on a ship. the |
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| 116 | activation can be connected with an animation. for example the weapon is |
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| 117 | been armed out. |
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| 118 | */ |
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| 119 | void Hyperblaster::activate() |
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| 120 | { |
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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 | * this deactivates the weapon |
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| 126 | |
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| 127 | This is needed, since there can be more than one weapon on a ship. the |
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| 128 | activation can be connected with an animation. for example the weapon is |
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| 129 | been armed out. |
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| 130 | */ |
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| 131 | void Hyperblaster::deactivate() |
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| 132 | { |
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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 | * fires the weapon |
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| 138 | |
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| 139 | this is called from the player.cc, when fire-button is been pushed |
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| 140 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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| 141 | */ |
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| 142 | void Hyperblaster::fire() |
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| 143 | { |
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| 144 | Projectile* pj = this->getProjectile(); |
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| 145 | if (pj == NULL) |
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| 146 | return; |
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| 147 | |
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| 148 | pj->setParent(PNode::getNullParent()); |
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| 149 | |
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| 150 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); |
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| 151 | |
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| 152 | pj->setAbsCoor(this->getEmissionPoint()); |
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| 153 | pj->setAbsDir(this->getAbsDir()); |
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| 154 | pj->activate(); |
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| 155 | } |
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| 156 | |
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| 157 | |
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