Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/playability/src/world_entities/weapons/hyperblaster.cc @ 10091

Last change on this file since 10091 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 4.3 KB
Line 
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 "loading/fast_factory.h"
34
35
36
37#include "class_id_DEPRECATED.h"
38ObjectListDefinitionID(Hyperblaster, CL_HYPERBLASTER);
39CREATE_FACTORY(Hyperblaster);
40
41Hyperblaster::Hyperblaster(const TiXmlElement* root)
42{
43  this->init();
44  if (root != NULL)
45    this->loadParams(root);
46}
47
48/**
49 *  standard deconstructor
50*/
51Hyperblaster::~Hyperblaster ()
52{
53  // model will be deleted from WorldEntity-destructor
54}
55
56
57void Hyperblaster::init()
58{
59  this->registerObject(this, Hyperblaster::_objectList);
60
61//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
62
63  this->loadModel("models/guns/plasmadriver_#.obj", 2.0);
64
65  this->setStateDuration(WS_SHOOTING, 2.0);
66  this->setStateDuration(WS_RELOADING, 5.0);
67  this->setStateDuration(WS_ACTIVATING, .8);
68  this->setStateDuration(WS_DEACTIVATING, .8);
69
70  this->setEnergyMax(5000);
71  this->increaseEnergy(5000);
72  //this->minCharge = 2;
73
74  this->setActionSound(WA_SHOOT, "sound/explosions/explosion_4.wav");
75  this->setActionSound(WA_ACTIVATE, "sound/powerups/whats this2.wav");
76  this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav");
77
78  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY);
79  this->setProjectileTypeC("Hyperblast");
80  this->prepareProjectiles(2);
81
82//  this->objectComponent1 = new PNode();
83//  Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1);
84  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
85  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
86  //parent->addChild(this->objectComponent1, PNODE_ALL);
87//  this->addChild(this->objectComponent1);
88
89//  animation1->setInfinity(ANIM_INF_CONSTANT);
90  animation2->setInfinity(ANIM_INF_CONSTANT);
91  animation3->setInfinity(ANIM_INF_CONSTANT);
92
93  this->setEmissionPoint(3.8, 1.2, 0);
94
95//     animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
96//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
97//     animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL);
98
99  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
100  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
101
102  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
103  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
104}
105
106
107void Hyperblaster::loadParams(const TiXmlElement* root)
108{
109  Weapon::loadParams(root);
110}
111
112
113/**
114 *  this activates the weapon
115
116   This is needed, since there can be more than one weapon on a ship. the
117   activation can be connected with an animation. for example the weapon is
118   been armed out.
119*/
120void Hyperblaster::activate()
121{
122}
123
124
125/**
126 *  this deactivates the weapon
127
128   This is needed, since there can be more than one weapon on a ship. the
129   activation can be connected with an animation. for example the weapon is
130   been armed out.
131*/
132void Hyperblaster::deactivate()
133{
134}
135
136
137/**
138 *  fires the weapon
139
140   this is called from the player.cc, when fire-button is been pushed
141   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
142*/
143void Hyperblaster::fire()
144{
145  Projectile* pj =  this->getProjectile();
146  if (pj == NULL)
147    return;
148
149  pj->setParent(PNode::getNullParent());
150
151  pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5));
152
153  pj->setAbsCoor(this->getEmissionPoint());
154  pj->setAbsDir(this->getAbsDir());
155  pj->activate();
156}
157
158
Note: See TracBrowser for help on using the repository browser.