#include "medium_blaster.h" #include "world_entities/projectiles/projectile.h" #include "world_entity.h" #include "static_model.h" #include "weapon_manager.h" #include "util/loading/factory.h" #include "animation3d.h" #include "loading/fast_factory.h" // //ObjectListDefinition(MediumBlaster); CREATE_FACTORY(MediumBlaster); /** * Standard constructor */ MediumBlaster::MediumBlaster () : Weapon() { this->init(); } MediumBlaster::MediumBlaster (const TiXmlElement* root = NULL) : Weapon() { this->init(); if (root != NULL) this->loadParams(root); } /** * Default destructor */ MediumBlaster::~MediumBlaster() { // model will be deleted from WorldEntity-destructor for (int i = 0; i < this->getBarrels(); i++) { delete [] this->shootAnim[i]; } delete [] this->shootAnim; } void MediumBlaster::loadParams(const TiXmlElement* root) { Weapon::loadParams(root); } void MediumBlaster::init() { this->loadModel("models/guns/blaster.obj", .33); this->setStateDuration(WS_SHOOTING, 0.2); // 5 Schuss pro Sekunde this->setStateDuration(WS_RELOADING, 0); this->setStateDuration(WS_ACTIVATING, .5); //.5); this->setStateDuration(WS_DEACTIVATING, 1); // 1); this->setEnergyMax(500); this->increaseEnergy(500); //this->minCharge = 2; this->setActionSound(WA_SHOOT, "sound/laser.wav"); this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); this->setProjectileTypeC("MBolt"); // FIXME temp project type until the blaste class exist this->prepareProjectiles(100); this->setBarrels(1); this->setSegs(2); this->activeBarrel = 0; this->objComp = new PNode**[this->getBarrels()]; this->shootAnim = new Animation3D**[this->getBarrels()]; for (int i = 0; i < this->getBarrels(); i++) { this->objComp[i] = new PNode* [this->getSegs()]; this->shootAnim[i] = new Animation3D* [this->getSegs()]; for(int j = 0; j < this->getSegs(); j++) { this->objComp[i][j] = new PNode; this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); } } for (int i = 0; i < this->getBarrels(); i++){ this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.04, ANIM_LINEAR, ANIM_NULL); this->shootAnim[i][0]->addKeyFrame(Vector(-0.333, 0.0, 0.0), Quaternion(), 0.15, ANIM_LINEAR, ANIM_NULL); this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.04, ANIM_LINEAR, ANIM_NULL); this->shootAnim[i][1]->addKeyFrame(Vector(.166, 0.0, 0.0), Quaternion(), 0.15, ANIM_LINEAR, ANIM_NULL); this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); } Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); animation2->setInfinity(ANIM_INF_CONSTANT); animation3->setInfinity(ANIM_INF_CONSTANT); this->setEmissionPoint(1.3, 0, 0); animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); } void MediumBlaster::fire() { Projectile* pj = this->getProjectile(); if (pj == NULL) return; // set the owner pj->setOwner(this->getOwner()); pj->setParent(PNode::getNullParent()); pj->setVelocity(this->getParent()->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*160); pj->setAbsCoor(this->getEmissionPoint()); pj->setAbsDir(this->getAbsDir()); pj->activate(); for (int i = 0; i < this->getSegs(); i++) this->shootAnim[this->activeBarrel][i]->replay(); } /** * this activates the weapon */ void MediumBlaster::activate() { } /** * this deactivates the weapon */ void MediumBlaster::deactivate() { } void MediumBlaster::draw() const { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); static_cast(this->getModel())->draw(2); glPushMatrix(); glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z); static_cast(this->getModel())->draw(1); glPopMatrix(); glPushMatrix(); glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z); static_cast(this->getModel())->draw(0); glPopMatrix(); glPopMatrix(); }