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) 2004-2006 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: Marc Schaerrer |
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13 | co-programmer: |
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14 | */ |
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15 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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16 | |
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17 | #include "swarm_launcher.h" |
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18 | |
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19 | #include "weapon_manager.h" |
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20 | #include "world_entities/projectiles/projectile.h" |
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21 | #include "world_entities/projectiles/swarm_projectile.h" |
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22 | |
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23 | #include "model.h" |
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24 | |
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25 | #include "state.h" |
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26 | #include "animation3d.h" |
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27 | |
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28 | #include <list> |
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29 | #include <iterator> |
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30 | #include "util/state.h" |
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31 | |
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32 | #include "math/quaternion.h" |
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33 | |
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34 | #include "util/loading/factory.h" |
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35 | |
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36 | #include "class_id_DEPRECATED.h" |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | ObjectListDefinitionID(SwarmLauncher, CL_SWARM_LAUNCHER); |
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41 | CREATE_FACTORY(SwarmLauncher); |
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42 | |
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43 | /** |
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44 | * standard constructor |
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45 | * |
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46 | * creates a new SwarmLauncher |
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47 | */ |
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48 | SwarmLauncher::SwarmLauncher() |
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49 | : Weapon() |
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50 | { |
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51 | this->init(); |
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52 | } |
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53 | |
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54 | /** |
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55 | * creates a new SwarmLauncher from a TiXmlElement |
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56 | */ |
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57 | SwarmLauncher::SwarmLauncher(const TiXmlElement* root) |
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58 | { |
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59 | this->init(); |
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60 | if (root != NULL) |
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61 | this->loadParams(root); |
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62 | } |
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63 | |
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64 | /** |
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65 | * standard deconstructor |
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66 | */ |
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67 | SwarmLauncher::~SwarmLauncher () |
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68 | { |
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69 | // model will be deleted from WorldEntity-destructor |
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70 | } |
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71 | |
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72 | void SwarmLauncher::init() |
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73 | { |
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74 | this->registerObject(this, SwarmLauncher::_objectList); |
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75 | |
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76 | Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); |
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77 | Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); |
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78 | |
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79 | animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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80 | animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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81 | animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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82 | animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); |
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83 | |
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84 | animation1->setInfinity(ANIM_INF_CONSTANT); |
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85 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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86 | |
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87 | this->setStateDuration(WS_SHOOTING, .6); |
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88 | this->setStateDuration(WS_RELOADING, 1.0f); |
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89 | this->setStateDuration(WS_ACTIVATING, .4); |
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90 | this->setStateDuration(WS_DEACTIVATING, .4); |
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91 | |
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92 | this->setEnergyMax(10); |
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93 | this->increaseEnergy(10); |
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94 | //this->minCharge = 2; |
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95 | |
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96 | this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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97 | this->setProjectileTypeC("SwarmProjectile"); |
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98 | |
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99 | this->loadModel("models/guns/turret1.obj", 1.0); |
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100 | |
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101 | this->setEmissionPoint(1.684, 0.472, 0); |
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102 | this->getProjectileFactory()->prepare(50); |
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103 | |
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104 | this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav"); |
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105 | this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); |
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106 | this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); |
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107 | |
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108 | } |
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109 | |
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110 | void SwarmLauncher::loadParams(const TiXmlElement* root) |
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111 | { |
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112 | Weapon::loadParams(root); |
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113 | } |
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114 | |
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115 | void SwarmLauncher::activate() |
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116 | { |
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117 | } |
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118 | |
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119 | void SwarmLauncher::deactivate() |
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120 | { |
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121 | } |
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122 | |
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123 | void SwarmLauncher::tick(float dt) |
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124 | { |
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125 | if (!Weapon::tickW(dt)) |
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126 | return; |
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127 | |
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128 | Quaternion quat; |
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129 | Vector direction; |
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130 | if (this->getDefaultTarget() == NULL) |
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131 | direction = this->getAbsCoor(); |
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132 | else |
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133 | direction = this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(); |
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134 | |
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135 | direction.normalize(); |
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136 | |
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137 | if (likely (this->getParent() != NULL)) |
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138 | quat = Quaternion(direction, this->getParent()->getAbsDir().apply(Vector(0,1,0))) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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139 | else |
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140 | quat = Quaternion(direction, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)) ; |
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141 | |
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142 | this->setAbsDirSoft(quat, 5); |
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143 | } |
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144 | |
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145 | void SwarmLauncher::fire() |
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146 | { |
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147 | bool fired = false; |
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148 | |
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149 | Projectile* pj = NULL; |
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150 | for( ObjectList<Playable>::const_iterator eIterator = Playable::objectList().begin(); eIterator !=Playable::objectList().end(); eIterator++) |
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151 | { |
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152 | if( ((*eIterator)->getOMListNumber() == OM_GROUP_00) && ((*eIterator)->getClassCName() != "Weapon") && ((*eIterator)->getClassCName() != "Projectile") && ((*eIterator)->getAbsCoor() - this->getAbsCoor()).len() <= 200) |
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153 | { |
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154 | pj = this->getProjectile(); |
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155 | if (pj == NULL) |
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156 | return; |
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157 | |
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158 | fired = true; |
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159 | pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10))); |
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160 | |
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161 | pj->setParent(PNode::getNullParent()); |
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162 | pj->setAbsCoor(this->getEmissionPoint()); |
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163 | pj->setAbsDir(this->getAbsDir()); |
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164 | dynamic_cast<SwarmProjectile*>(pj)->setTarget( (PNode*)(*eIterator) ); |
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165 | pj->toList(OM_GROUP_01_PROJ); |
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166 | pj->activate(); |
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167 | } |
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168 | } |
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169 | if( !fired) |
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170 | this->increaseEnergy( this->getProjectile()->getMinEnergy()); |
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171 | } |
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