1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: |
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14 | |
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15 | |
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16 | @todo: direction in which the projectile flights |
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17 | @todo: a target to set/hit |
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18 | */ |
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19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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20 | |
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21 | #include "laser_cannon.h" |
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22 | #include "world_entities/projectiles/projectile.h" |
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23 | |
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24 | #include "world_entity.h" |
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25 | #include "static_model.h" |
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26 | #include "weapon_manager.h" |
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27 | #include "util/loading/factory.h" |
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28 | |
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29 | #include "animation3d.h" |
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30 | |
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31 | #include "loading/fast_factory.h" |
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32 | |
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33 | #include "class_id_DEPRECATED.h" |
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34 | ObjectListDefinitionID(LaserCannon, CL_LASER_CANNON); |
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35 | CREATE_FACTORY(LaserCannon); |
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36 | |
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37 | LaserCannon::LaserCannon(const TiXmlElement* root) |
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38 | { |
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39 | this->init(); |
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40 | if (root != NULL) |
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41 | this->loadParams(root); |
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42 | } |
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43 | |
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44 | /** |
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45 | * standard deconstructor |
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46 | */ |
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47 | LaserCannon::~LaserCannon () |
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48 | { |
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49 | // model will be deleted from WorldEntity-destructor |
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50 | } |
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51 | |
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52 | |
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53 | void LaserCannon::init() |
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54 | { |
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55 | this->registerObject(this, LaserCannon::_objectList); |
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56 | |
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57 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/laser_cannon.obj", OBJ, RP_CAMPAIGN); |
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58 | |
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59 | this->loadModel("models/guns/lasercannon.obj", 5.0f); |
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60 | |
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61 | this->setStateDuration(WS_SHOOTING, .1); |
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62 | this->setStateDuration(WS_RELOADING, .1); |
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63 | this->setStateDuration(WS_ACTIVATING, .4); |
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64 | this->setStateDuration(WS_DEACTIVATING, .4); |
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65 | |
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66 | this->setEnergyMax(10000); |
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67 | this->increaseEnergy(10000); |
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68 | //this->minCharge = 2; |
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69 | |
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70 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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71 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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72 | |
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73 | |
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74 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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75 | this->setProjectileTypeC("RailProjectile"); |
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76 | this->prepareProjectiles(100); |
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77 | this->setEmissionPoint(Vector(2.8,0,0) * 5.0); |
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78 | } |
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79 | |
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80 | |
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81 | void LaserCannon::loadParams(const TiXmlElement* root) |
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82 | { |
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83 | Weapon::loadParams(root); |
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84 | |
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85 | } |
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86 | |
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87 | |
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88 | /** |
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89 | * this activates the weapon |
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90 | |
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91 | This is needed, since there can be more than one weapon on a ship. the |
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92 | activation can be connected with an animation. for example the weapon is |
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93 | been armed out. |
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94 | */ |
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95 | void LaserCannon::activate() |
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96 | { |
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97 | } |
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98 | |
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99 | |
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100 | /** |
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101 | * this deactivates the weapon |
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102 | |
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103 | This is needed, since there can be more than one weapon on a ship. the |
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104 | activation can be connected with an animation. for example the weapon is |
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105 | been armed out. |
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106 | */ |
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107 | void LaserCannon::deactivate() |
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108 | { |
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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 | * fires the weapon |
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114 | |
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115 | this is called from the player.cc, when fire-button is been pushed |
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116 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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117 | */ |
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118 | void LaserCannon::fire() |
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119 | { |
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120 | Projectile* pj = this->getProjectile(); |
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121 | if (pj == NULL) |
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122 | return; |
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123 | |
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124 | // make this to let the onKill(...) fuction get the stuff |
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125 | pj->setOwner(this->getOwner()); |
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126 | |
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127 | pj->setParent(PNode::getNullParent()); |
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128 | |
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129 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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130 | |
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131 | pj->setAbsCoor(this->getEmissionPoint()); |
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132 | pj->setAbsDir(this->getAbsDir()); |
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133 | pj->activate(); |
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134 | } |
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