1 | #include "heavy_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(HeavyBlaster); |
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14 | /** |
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15 | * Standard constructor |
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16 | */ |
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17 | HeavyBlaster::HeavyBlaster () |
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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 | HeavyBlaster::HeavyBlaster (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 | HeavyBlaster::~HeavyBlaster() |
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35 | { |
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36 | // model will be deleted from WorldEntity-destructor |
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37 | } |
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38 | |
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39 | void HeavyBlaster::loadParams(const TiXmlElement* root) |
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40 | { |
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41 | Weapon::loadParams(root); |
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42 | } |
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43 | |
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44 | void HeavyBlaster::init() |
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45 | { |
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46 | //this->registerObject(this, HeavyBlaster::_objectList); |
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47 | |
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48 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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49 | |
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50 | this->loadModel("models/guns/plasmadriver_#.obj", 1.0); |
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51 | |
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52 | |
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53 | this->setStateDuration(WS_SHOOTING, 0.5); // 2 Schuss pro Sekunde |
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54 | this->setStateDuration(WS_RELOADING, 0); |
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55 | this->setStateDuration(WS_ACTIVATING, .5); |
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56 | this->setStateDuration(WS_DEACTIVATING, 1); |
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57 | |
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58 | this->setEnergyMax(500); |
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59 | this->increaseEnergy(500); |
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60 | //this->minCharge = 2; |
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61 | |
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62 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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63 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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64 | this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); |
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65 | |
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66 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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67 | this->setProjectileTypeC("HBolt"); // FIXME temp project type until the blaste class exist |
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68 | this->prepareProjectiles(5); |
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69 | |
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70 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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71 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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72 | |
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73 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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74 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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75 | |
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76 | this->setEmissionPoint(3.8, 1.2, 0); |
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77 | |
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78 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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79 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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80 | |
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81 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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82 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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83 | } |
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84 | |
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85 | |
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86 | void HeavyBlaster::fire() |
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87 | { |
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88 | Projectile* pj = this->getProjectile(); |
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89 | if (pj == NULL) |
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90 | return; |
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91 | |
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92 | // set the owner |
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93 | pj->setOwner(this->getOwner()); |
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94 | |
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95 | pj->setParent(PNode::getNullParent()); |
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96 | |
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97 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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98 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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99 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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100 | |
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101 | pj->setAbsCoor(this->getEmissionPoint()); |
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102 | pj->setAbsDir(this->getAbsDir()); |
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103 | pj->activate(); |
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104 | } |
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105 | |
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106 | /** |
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107 | * this activates the weapon |
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108 | */ |
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109 | void HeavyBlaster::activate() |
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110 | { |
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111 | } |
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112 | |
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113 | /** |
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114 | * this deactivates the weapon |
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115 | */ |
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116 | void HeavyBlaster::deactivate() |
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117 | { |
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118 | } |
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119 | |
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120 | void HeavyBlaster::draw() const |
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121 | { |
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122 | } |
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