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source: orxonox.OLD/branches/network/src/world_entities/weapons/hyperblaster.cc @ 7571

Last change on this file since 7571 was 7193, checked in by bensch, 19 years ago

orxonox/trunk: new style for resources (prework/movement)

File size: 4.4 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Benjamin Grauer
15   co-programmer:
16
17
18   @todo: direction in which the projectile flights
19   @todo: a target to set/hit
20*/
21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
22
23#include "hyperblaster.h"
24
25#include "world_entity.h"
26#include "model.h"
27#include "world_entities/projectiles/projectile.h"
28#include "weapon_manager.h"
29#include "util/loading/factory.h"
30
31#include "animation3d.h"
32
33#include "fast_factory.h"
34
35
36using namespace std;
37
38CREATE_FACTORY(Hyperblaster, CL_HYPERBLASTER);
39
40Hyperblaster::Hyperblaster(const TiXmlElement* root)
41{
42  this->init();
43  if (root != NULL)
44    this->loadParams(root);
45}
46
47/**
48 *  standard deconstructor
49*/
50Hyperblaster::~Hyperblaster ()
51{
52  // model will be deleted from WorldEntity-destructor
53}
54
55
56void Hyperblaster::init()
57{
58  this->setClassID(CL_HYPERBLASTER, "Hyperblaster");
59
60//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
61
62  this->loadModel("models/guns/plasmadriver_#.obj", 2.0);
63
64  this->setStateDuration(WS_SHOOTING, 2.0);
65  this->setStateDuration(WS_RELOADING, 5.0);
66  this->setStateDuration(WS_ACTIVATING, .8);
67  this->setStateDuration(WS_DEACTIVATING, .8);
68
69  this->setEnergyMax(5000);
70  this->increaseEnergy(5000);
71  //this->minCharge = 2;
72
73  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_4.wav");
74  this->setActionSound(WA_ACTIVATE, "sound/powerups/whats this2.wav");
75  this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav");
76
77  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY);
78  this->setProjectileType(CL_HYPERBLAST);
79  this->prepareProjectiles(2);
80
81//  this->objectComponent1 = new PNode();
82//  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
83  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
84  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
85  //parent->addChild(this->objectComponent1, PNODE_ALL);
86//  this->addChild(this->objectComponent1);
87
88//  animation1->setInfinity(ANIM_INF_CONSTANT);
89  animation2->setInfinity(ANIM_INF_CONSTANT);
90  animation3->setInfinity(ANIM_INF_CONSTANT);
91
92  this->setEmissionPoint(3.8, 1.2, 0);
93
94//     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
95//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
96//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
97
98  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
99  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
100
101  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
102  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
103}
104
105
106void Hyperblaster::loadParams(const TiXmlElement* root)
107{
108  Weapon::loadParams(root);
109}
110
111
112/**
113 *  this activates the weapon
114
115   This is needed, since there can be more than one weapon on a ship. the
116   activation can be connected with an animation. for example the weapon is
117   been armed out.
118*/
119void Hyperblaster::activate()
120{
121}
122
123
124/**
125 *  this deactivates the weapon
126
127   This is needed, since there can be more than one weapon on a ship. the
128   activation can be connected with an animation. for example the weapon is
129   been armed out.
130*/
131void Hyperblaster::deactivate()
132{
133}
134
135
136/**
137 *  fires the weapon
138
139   this is called from the player.cc, when fire-button is been pushed
140   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
141*/
142void Hyperblaster::fire()
143{
144  Projectile* pj =  this->getProjectile();
145  if (pj == NULL)
146    return;
147
148  pj->setParent(PNode::getNullParent());
149
150  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5));
151
152  pj->setAbsCoor(this->getEmissionPoint());
153  pj->setAbsDir(this->getAbsDir());
154  pj->activate();
155}
156
157/**
158 *  is called, when the weapon is destroyed
159 *
160 * this is in conjunction with the hit function, so when a weapon is able to get
161 * hit, it can also be destoryed.
162*/
163void Hyperblaster::destroy ()
164{}
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