1 | #include "light_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(LightBlaster); |
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14 | /** |
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15 | * Standard constructor |
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16 | */ |
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17 | LightBlaster::LightBlaster () |
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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 | LightBlaster::LightBlaster (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 | LightBlaster::~LightBlaster() |
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35 | { |
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36 | |
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37 | for (int i = 0; i < this->getBarrels(); i++) |
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38 | { |
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39 | delete [] this->shootAnim[i]; |
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40 | delete [] this->objComp[i]; |
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41 | } |
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42 | delete [] this->emissionPoint; |
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43 | delete [] this->shootAnim; |
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44 | delete [] this->objComp; |
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45 | /* |
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46 | for(int j = 0; j < this->getSegs(); j++) |
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47 | { |
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48 | delete this->shootAnim[i][j]; |
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49 | delete this->objComp[i][j]; |
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50 | } |
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51 | delete this->shootAnim[i]; |
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52 | delete this->objComp[i]; |
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53 | delete this->emissionPoint[i]; |
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54 | }*/ |
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55 | |
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56 | // this->deconstr(); |
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57 | // model will be deleted from WorldEntity-destructor |
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58 | } |
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59 | |
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60 | void LightBlaster::loadParams(const TiXmlElement* root) |
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61 | { |
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62 | Weapon::loadParams(root); |
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63 | } |
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64 | |
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65 | void LightBlaster::init() |
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66 | { |
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67 | |
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68 | this->loadModel("models/guns/gattling.obj", 0.333); |
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69 | |
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70 | |
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71 | this->setStateDuration(WS_SHOOTING, 0.05); // 20 Schuss pro Sekunde |
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72 | this->setStateDuration(WS_RELOADING, 0); |
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73 | this->setStateDuration(WS_ACTIVATING, .5); |
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74 | this->setStateDuration(WS_DEACTIVATING, 1); |
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75 | |
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76 | this->setEnergyMax(500); |
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77 | this->increaseEnergy(500); |
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78 | //this->minCharge = 2; |
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79 | |
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80 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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81 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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82 | this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); |
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83 | |
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84 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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85 | //this->setProjectileTypeC("RailProjectile"); // FIXME temp project type until the blaste class exist |
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86 | this->setProjectileTypeC("LBolt"); // Working; FIXME: add textures |
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87 | // this->setProjectileTypeC("Spike"); // Working; FIXME: add textures |
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88 | this->prepareProjectiles(100); |
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89 | |
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90 | this->setBarrels(3); |
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91 | this->setSegs(1); |
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92 | this->activeBarrel = 0; |
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93 | |
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94 | this->objComp = new PNode**[this->getBarrels()]; |
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95 | this->emissionPoint = new PNode*[this->getBarrels()]; |
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96 | this->shootAnim = new Animation3D**[this->getBarrels()]; |
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97 | for (int i = 0; i < this->getBarrels(); i++) |
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98 | { |
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99 | this->objComp[i] = new PNode* [this->getSegs()]; |
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100 | this->emissionPoint[i] = new PNode; |
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101 | this->emissionPoint[i]->setParent(this); //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles |
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102 | this->emissionPoint[i]->setName("EmissionPoint"); |
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103 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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104 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; |
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105 | for(int j = 0; j < this->getSegs(); j++) |
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106 | { |
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107 | this->objComp[i][j] = new PNode; |
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108 | this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); |
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109 | this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); |
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110 | } |
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111 | } |
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112 | |
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113 | for (int i = 0; i < this->getBarrels(); i++ ) |
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114 | this->emissionPoint[i]->setRelCoor(Vector(1.19, 0.0, 0.1)); |
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115 | |
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116 | // Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this); |
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117 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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118 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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119 | |
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120 | // animation1->setInfinity(ANIM_INF_CONSTANT); |
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121 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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122 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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123 | |
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124 | // this->setEmissionPoint(3.8, 1.2, 0); |
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125 | |
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126 | for (int i = 0; i < this->getBarrels(); i++){ |
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127 | this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(i * 120, Vector(1.0, 0.0, 0.0)), 0.049, ANIM_NULL, ANIM_LINEAR); |
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128 | this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion((i+1)*120, Vector(1.0, 0.0, 0.0)), 0.001, ANIM_NULL, ANIM_LINEAR); |
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129 | } |
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130 | |
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131 | |
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132 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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133 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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134 | |
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135 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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136 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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137 | } |
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138 | |
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139 | |
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140 | void LightBlaster::fire() |
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141 | { |
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142 | Projectile* pj = this->getProjectile(); |
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143 | if (pj == NULL) |
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144 | return; |
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145 | |
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146 | // set the owner |
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147 | pj->setOwner(this->getOwner()); |
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148 | |
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149 | pj->setParent(PNode::getNullParent()); |
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150 | |
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151 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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152 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*180); |
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153 | |
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154 | pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); |
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155 | pj->setAbsDir(this->getAbsDir()); |
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156 | // pj->toList(OM_GROUP_01_PROJ); |
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157 | pj->activate(); |
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158 | |
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159 | for (int i = 0; i < this->getSegs(); i++) |
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160 | this->shootAnim[this->activeBarrel][i]->replay(); |
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161 | |
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162 | // switch barrel |
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163 | this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); |
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164 | } |
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165 | |
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166 | /** |
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167 | * this activates the weapon |
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168 | */ |
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169 | void LightBlaster::activate() |
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170 | { |
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171 | } |
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172 | |
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173 | /** |
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174 | * this deactivates the weapon |
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175 | */ |
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176 | void LightBlaster::deactivate() |
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177 | { |
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178 | } |
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179 | |
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180 | void LightBlaster::draw() const |
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181 | { |
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182 | glMatrixMode(GL_MODELVIEW); |
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183 | glPushMatrix(); |
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184 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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185 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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186 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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187 | static_cast<StaticModel*>(this->getModel())->draw(); |
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188 | glPopMatrix(); |
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189 | } |
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