| 1 | #include "medium_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 | // | 
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| 14 | //ObjectListDefinition(MediumBlaster); | 
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| 15 | CREATE_FACTORY(MediumBlaster); | 
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| 16 | /** | 
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| 17 |  * Standard constructor | 
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| 18 |  */ | 
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| 19 | MediumBlaster::MediumBlaster () | 
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| 20 |  : Weapon() | 
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| 21 | { | 
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| 22 |     this->init(); | 
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| 23 | } | 
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| 24 |  | 
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| 25 | MediumBlaster::MediumBlaster (const TiXmlElement* root = NULL) | 
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| 26 |  : Weapon() | 
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| 27 | { | 
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| 28 |     this->init(); | 
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| 29 |     if (root != NULL) | 
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| 30 |       this->loadParams(root); | 
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| 31 | } | 
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| 32 |  | 
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| 33 | /** | 
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| 34 |  * Default destructor | 
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| 35 |  */ | 
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| 36 | MediumBlaster::~MediumBlaster() | 
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| 37 | { | 
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| 38 |       // model will be deleted from WorldEntity-destructor | 
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| 39 |   for (int i = 0; i < this->getBarrels(); i++) | 
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| 40 |   { | 
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| 41 |    delete [] this->shootAnim[i]; | 
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| 42 |   } | 
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| 43 |   delete [] this->shootAnim; | 
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| 44 | } | 
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| 45 |  | 
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| 46 | void MediumBlaster::loadParams(const TiXmlElement* root) | 
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| 47 | { | 
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| 48 |   Weapon::loadParams(root); | 
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| 49 | } | 
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| 50 |  | 
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| 51 | void MediumBlaster::init() | 
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| 52 | { | 
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| 53 |   this->loadModel("models/guns/blaster.obj", .33); | 
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| 54 |  | 
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| 55 |   this->setStateDuration(WS_SHOOTING, 0.2);   // 5 Schuss pro Sekunde | 
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| 56 |  | 
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| 57 |   this->setStateDuration(WS_RELOADING, 0); | 
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| 58 |   this->setStateDuration(WS_ACTIVATING, .5); //.5); | 
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| 59 |   this->setStateDuration(WS_DEACTIVATING, 1); // 1); | 
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| 60 |  | 
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| 61 |   this->setEnergyMax(500); | 
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| 62 |   this->increaseEnergy(500); | 
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| 63 |   //this->minCharge = 2; | 
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| 64 |  | 
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| 65 |   this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); | 
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| 66 |   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); | 
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| 67 |   this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); | 
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| 68 |  | 
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| 69 |   this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); | 
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| 70 |   this->setProjectileTypeC("MBolt");   // FIXME temp project type until the blaste class exist | 
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| 71 |   this->prepareProjectiles(100); | 
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| 72 |  | 
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| 73 |  | 
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| 74 |   this->setBarrels(1); | 
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| 75 |   this->setSegs(2); | 
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| 76 |   this->activeBarrel = 0; | 
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| 77 |  | 
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| 78 |   this->objComp = new PNode**[this->getBarrels()]; | 
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| 79 |   this->shootAnim = new Animation3D**[this->getBarrels()]; | 
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| 80 |   for (int i = 0; i < this->getBarrels(); i++) | 
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| 81 |   { | 
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| 82 |     this->objComp[i] = new PNode* [this->getSegs()]; | 
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| 83 |     this->shootAnim[i] = new Animation3D* [this->getSegs()]; | 
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| 84 |     for(int j = 0; j < this->getSegs(); j++) | 
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| 85 |     { | 
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| 86 |       this->objComp[i][j] = new PNode; | 
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| 87 |       this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); | 
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| 88 |       this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); | 
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| 89 |     } | 
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| 90 |   } | 
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| 91 |  | 
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| 92 |   for (int i = 0; i < this->getBarrels(); i++){ | 
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| 93 |     this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.04, ANIM_LINEAR, ANIM_NULL); | 
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| 94 |     this->shootAnim[i][0]->addKeyFrame(Vector(-0.333, 0.0, 0.0), Quaternion(), 0.15, ANIM_LINEAR, ANIM_NULL); | 
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| 95 |     this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); | 
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| 96 |  | 
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| 97 |     this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.04, ANIM_LINEAR, ANIM_NULL); | 
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| 98 |     this->shootAnim[i][1]->addKeyFrame(Vector(.166, 0.0, 0.0), Quaternion(), 0.15, ANIM_LINEAR, ANIM_NULL); | 
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| 99 |     this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); | 
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| 100 |   } | 
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| 101 |  | 
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| 102 |   Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); | 
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| 103 |   Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); | 
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| 104 |  | 
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| 105 |   animation2->setInfinity(ANIM_INF_CONSTANT); | 
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| 106 |   animation3->setInfinity(ANIM_INF_CONSTANT); | 
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| 107 |  | 
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| 108 |  | 
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| 109 |   this->setEmissionPoint(1.3, 0, 0); | 
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| 110 |  | 
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| 111 |   animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 112 |   animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
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| 113 |  | 
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| 114 |   animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); | 
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| 115 |   animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); | 
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| 116 | } | 
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| 117 |  | 
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| 118 |  | 
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| 119 | void MediumBlaster::fire() | 
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| 120 | { | 
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| 121 |   Projectile* pj =  this->getProjectile(); | 
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| 122 |   if (pj == NULL) | 
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| 123 |     return; | 
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| 124 |  | 
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| 125 |   // set the owner | 
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| 126 |   pj->setOwner(this->getOwner()); | 
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| 127 |  | 
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| 128 |   pj->setParent(PNode::getNullParent()); | 
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| 129 |  | 
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| 130 |   pj->setVelocity(this->getParent()->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*160); | 
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| 131 |  | 
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| 132 |   pj->setAbsCoor(this->getEmissionPoint()); | 
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| 133 |   pj->setAbsDir(this->getAbsDir()); | 
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| 134 |   pj->activate(); | 
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| 135 |  | 
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| 136 |   for (int i = 0; i < this->getSegs(); i++) | 
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| 137 |     this->shootAnim[this->activeBarrel][i]->replay(); | 
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| 138 | } | 
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| 139 |  | 
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| 140 | /** | 
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| 141 |  *  this activates the weapon | 
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| 142 | */ | 
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| 143 | void MediumBlaster::activate() | 
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| 144 | { | 
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| 145 | } | 
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| 146 |  | 
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| 147 | /** | 
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| 148 |  *  this deactivates the weapon | 
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| 149 | */ | 
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| 150 | void MediumBlaster::deactivate() | 
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| 151 | { | 
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| 152 | } | 
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| 153 |  | 
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| 154 | void MediumBlaster::draw() const | 
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| 155 | { | 
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| 156 |   glMatrixMode(GL_MODELVIEW); | 
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| 157 |   glPushMatrix(); | 
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| 158 |   glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); | 
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| 159 |  | 
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| 160 |   static_cast<StaticModel*>(this->getModel())->draw(2); | 
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| 161 |  | 
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| 162 |   glPushMatrix(); | 
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| 163 |     glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z); | 
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| 164 |     static_cast<StaticModel*>(this->getModel())->draw(1); | 
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| 165 |   glPopMatrix(); | 
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| 166 |  | 
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| 167 |   glPushMatrix(); | 
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| 168 |     glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z); | 
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| 169 |     static_cast<StaticModel*>(this->getModel())->draw(0); | 
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| 170 |   glPopMatrix(); | 
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| 171 |  | 
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| 172 |   glPopMatrix(); | 
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| 173 | } | 
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