| 1 | #include "light_blaster.h" | 
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| 2 | #include "world_entities/projectiles/projectile.h" | 
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| 3 |  | 
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| 4 | #include "world_entity.h" | 
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| 5 | #include "static_model.h" | 
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| 6 | #include "weapon_manager.h" | 
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| 7 | #include "util/loading/factory.h" | 
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| 8 |  | 
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| 9 | #include "animation3d.h" | 
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| 10 |  | 
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| 11 | #include "loading/fast_factory.h" | 
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| 12 |  | 
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| 13 | CREATE_FACTORY(LightBlaster); | 
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| 14 | /** | 
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| 15 |  * Standard constructor | 
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| 16 |  */ | 
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| 17 | LightBlaster::LightBlaster () | 
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| 18 |  : Weapon() | 
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| 19 | { | 
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| 20 |     this->init(); | 
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| 21 | } | 
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| 22 |  | 
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| 23 | LightBlaster::LightBlaster (const TiXmlElement* root = NULL) | 
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| 24 |  : Weapon() | 
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| 25 | { | 
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| 26 |     this->init(); | 
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| 27 |     if (root != NULL) | 
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| 28 |       this->loadParams(root); | 
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| 29 | } | 
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| 30 |  | 
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| 31 | /** | 
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| 32 |  * Default destructor | 
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| 33 |  */ | 
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| 34 | LightBlaster::~LightBlaster() | 
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| 35 | { | 
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| 36 |  | 
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| 37 |   for (int i = 0; i < this->getBarrels(); i++) | 
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| 38 |   { | 
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| 39 |    delete [] this->shootAnim[i]; | 
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| 40 |    delete [] this->objComp[i]; | 
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| 41 |   } | 
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| 42 |   delete [] this->emissionPoint; | 
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| 43 |    delete [] this->shootAnim; | 
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| 44 |    delete [] this->objComp; | 
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| 45 | /* | 
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| 46 |     for(int j = 0; j < this->getSegs(); j++) | 
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| 47 |     { | 
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| 48 |       delete this->shootAnim[i][j]; | 
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| 49 |       delete this->objComp[i][j]; | 
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| 50 |     } | 
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| 51 |     delete this->shootAnim[i]; | 
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| 52 |     delete this->objComp[i]; | 
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| 53 |     delete this->emissionPoint[i]; | 
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| 54 |   }*/ | 
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| 55 |  | 
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| 56 | //  this->deconstr(); | 
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| 57 |       // model will be deleted from WorldEntity-destructor | 
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| 58 | } | 
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| 59 |  | 
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| 60 | void LightBlaster::loadParams(const TiXmlElement* root) | 
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| 61 | { | 
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| 62 |   Weapon::loadParams(root); | 
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| 63 | } | 
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| 64 |  | 
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| 65 | void LightBlaster::init() | 
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| 66 | { | 
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| 67 |  | 
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| 68 |   this->loadModel("models/guns/gattling.obj", 0.333); | 
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| 69 |  | 
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| 70 |  | 
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| 71 |   this->setStateDuration(WS_SHOOTING, 0.05);  // 20 Schuss pro Sekunde | 
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| 72 |   this->setStateDuration(WS_RELOADING, 0); | 
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| 73 |   this->setStateDuration(WS_ACTIVATING, .5); | 
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| 74 |   this->setStateDuration(WS_DEACTIVATING, 1); | 
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| 75 |  | 
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| 76 |   this->setEnergyMax(500); | 
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| 77 |   this->increaseEnergy(500); | 
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| 78 |   //this->minCharge = 2; | 
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| 79 |  | 
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| 80 |   this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); | 
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| 81 |   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); | 
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| 82 |   this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); | 
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| 83 |  | 
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| 84 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); | 
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| 85 |   //this->setProjectileTypeC("RailProjectile");   // FIXME temp project type until the blaste class exist | 
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| 86 |   this->setProjectileTypeC("LBolt");   // Working; FIXME: add textures | 
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| 87 | //   this->setProjectileTypeC("Spike");   // Working; FIXME: add textures | 
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| 88 |   this->prepareProjectiles(100); | 
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| 89 |  | 
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| 90 |   this->setBarrels(3); | 
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| 91 |   this->setSegs(1); | 
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| 92 |   this->activeBarrel = 0; | 
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| 93 |  | 
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| 94 |   this->objComp = new PNode**[this->getBarrels()]; | 
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| 95 |   this->emissionPoint = new PNode*[this->getBarrels()]; | 
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| 96 |   this->shootAnim = new Animation3D**[this->getBarrels()]; | 
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| 97 |   for (int i = 0; i < this->getBarrels(); i++) | 
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| 98 |   { | 
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| 99 |     this->objComp[i] = new PNode* [this->getSegs()]; | 
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| 100 |     this->emissionPoint[i] = new PNode; | 
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| 101 |     this->emissionPoint[i]->setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles | 
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| 102 |     this->emissionPoint[i]->setName("EmissionPoint"); | 
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| 103 |     this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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| 104 |     this->shootAnim[i] = new Animation3D* [this->getSegs()]; | 
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| 105 |     for(int j = 0; j < this->getSegs(); j++) | 
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| 106 |     { | 
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| 107 |       this->objComp[i][j] = new PNode; | 
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| 108 |       this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); | 
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| 109 |       this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); | 
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| 110 |     } | 
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| 111 |   } | 
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| 112 |  | 
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| 113 |   for (int i = 0; i < this->getBarrels(); i++ ) | 
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| 114 |     this->emissionPoint[i]->setRelCoor(Vector(1.19, 0.0, 0.1)); | 
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| 115 |  | 
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| 116 | //   Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this); | 
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| 117 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
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| 118 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
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| 119 |  | 
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| 120 | //   animation1->setInfinity(ANIM_INF_CONSTANT); | 
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| 121 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 122 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
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| 123 |  | 
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| 124 | //   this->setEmissionPoint(3.8, 1.2, 0); | 
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| 125 |  | 
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| 126 |   for (int i = 0; i < this->getBarrels(); i++){ | 
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| 127 |     this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(i * 120, Vector(1.0, 0.0, 0.0)), 0.049, ANIM_NULL, ANIM_LINEAR); | 
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| 128 |     this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion((i+1)*120, Vector(1.0, 0.0, 0.0)), 0.001, ANIM_NULL, ANIM_LINEAR); | 
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| 129 |   } | 
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| 130 |  | 
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| 131 |  | 
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| 132 |   animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 133 |   animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
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| 134 |  | 
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| 135 |   animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
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| 136 |   animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 137 | } | 
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| 138 |  | 
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| 139 |  | 
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| 140 | void LightBlaster::fire() | 
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| 141 | { | 
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| 142 |   Projectile* pj =  this->getProjectile(); | 
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| 143 |   if (pj == NULL) | 
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| 144 |     return; | 
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| 145 |  | 
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| 146 |   // set the owner | 
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| 147 |   pj->setOwner(this->getOwner()); | 
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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->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); | 
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| 152 |   pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*180); | 
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| 153 |  | 
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| 154 |   pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); | 
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| 155 |   pj->setAbsDir(this->getAbsDir()); | 
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| 156 | //   pj->toList(OM_GROUP_01_PROJ); | 
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| 157 |   pj->activate(); | 
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| 158 |  | 
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| 159 |   for (int i = 0; i < this->getSegs(); i++) | 
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| 160 |     this->shootAnim[this->activeBarrel][i]->replay(); | 
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| 161 |  | 
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| 162 |   // switch barrel | 
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| 163 |   this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); | 
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| 164 | } | 
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| 165 |  | 
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| 166 | /** | 
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| 167 |  *  this activates the weapon | 
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| 168 | */ | 
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| 169 | void LightBlaster::activate() | 
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| 170 | { | 
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| 171 | } | 
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| 172 |  | 
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| 173 | /** | 
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| 174 |  *  this deactivates the weapon | 
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| 175 | */ | 
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| 176 | void LightBlaster::deactivate() | 
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| 177 | { | 
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| 178 | } | 
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| 179 |  | 
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| 180 | void LightBlaster::draw() const | 
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| 181 | { | 
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| 182 |   glMatrixMode(GL_MODELVIEW); | 
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| 183 |   glPushMatrix(); | 
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| 184 |     glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); | 
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| 185 |     Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 186 |     glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 187 |     static_cast<StaticModel*>(this->getModel())->draw(); | 
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| 188 |   glPopMatrix(); | 
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| 189 | } | 
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