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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/heavy_blaster.cc

Last change on this file was 10771, checked in by nicolasc, 18 years ago

huge diff
cleaned the individual weapons, moved stuff to weapon.{cc,h}
and some minor fixes which popped up then and when

File size: 6.3 KB
RevLine 
[10618]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004-2006 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
12   main-programmer: Marc Schaerrer, Nicolas Schlumberger
13   co-programmer:
14
15*/
16
[9972]17#include "heavy_blaster.h"
[9975]18#include "world_entities/projectiles/projectile.h"
[9972]19
[9975]20#include "world_entity.h"
21#include "static_model.h"
22#include "weapon_manager.h"
23#include "util/loading/factory.h"
24
25#include "animation3d.h"
26
27#include "loading/fast_factory.h"
28
[10516]29#include "elements/glgui_energywidgetvertical.h"
30
[9975]31CREATE_FACTORY(HeavyBlaster);
[10499]32
33
[9975]34/**
35 * Standard constructor
36 */
[10771]37HeavyBlaster::HeavyBlaster (int leftRight = W_RIGHT)
[9975]38 : Weapon()
39{
[10499]40
[10152]41    this->init(leftRight);
[9975]42}
43
[9972]44HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL)
45 : Weapon()
[9975]46{
[10499]47//     this->registerObject(this, HeavyBlaster::_objectList);
48
[10152]49    // TODO add leftRight to params
50    this->init(0);
[9972]51    if (root != NULL)
52      this->loadParams(root);
[9975]53}
[9972]54
55/**
56 * Default destructor
57 */
58HeavyBlaster::~HeavyBlaster()
[9975]59{
60}
[9972]61
[9975]62void HeavyBlaster::loadParams(const TiXmlElement* root)
63{
64  Weapon::loadParams(root);
65}
[9972]66
[10152]67void HeavyBlaster::init(int leftRight)
[9975]68{
[10152]69
70  this->leftRight = leftRight;
[9975]71
[10698]72  this->loadModel("models/guns/frag_cannon2.obj", .4);
[9975]73
[10415]74
[9998]75  this->setStateDuration(WS_SHOOTING, 0.5);   // 2 Schuss pro Sekunde
[9975]76  this->setStateDuration(WS_RELOADING, 0);
77  this->setStateDuration(WS_ACTIVATING, .5);
78  this->setStateDuration(WS_DEACTIVATING, 1);
79
[9998]80  this->setEnergyMax(500);
81  this->increaseEnergy(500);
[9975]82
[10415]83  this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
[10516]84//   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
[10415]85  this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav");
[9975]86
87  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
[10516]88  this->setProjectileTypeC("HBolt");
[9998]89  this->prepareProjectiles(5);
[9975]90
[10136]91  this->setBarrels(3);
92  this->setSegs(2);
93
[10133]94
[10771]95  if (this->leftRight == W_LEFT)
[10152]96  {
[10771]97    this->setEmissionPoint(Vector(1.1, 0.14, -.06), 0);
98    this->setEmissionPoint(Vector(1.1, -.06, -.14), 1);
99    this->setEmissionPoint(Vector(1.1, 0.06, 0.14), 2);
[10152]100  }
[10159]101  else {
[10771]102    this->setEmissionPoint(Vector(1.1, 0.14, 0.06), 0);
103    this->setEmissionPoint(Vector(1.1, -.06, 0.14), 1);
104    this->setEmissionPoint(Vector(1.1, 0.06, -.14), 2);
[10159]105  }
[10152]106
107
108  for (int i = 0; i < this->getBarrels(); i++){
[10771]109    this->getShootAnim(i, 0)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL);
110    this->getShootAnim(i, 0)->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL);
111    this->getShootAnim(i, 0)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
[10133]112
[10771]113    this->getShootAnim(i, 1)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);
114    this->getShootAnim(i, 1)->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL);
115    this->getShootAnim(i, 1)->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);
[10152]116  }
[10133]117
[9975]118  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
119  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
120
121  animation2->setInfinity(ANIM_INF_CONSTANT);
122  animation3->setInfinity(ANIM_INF_CONSTANT);
123
124  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
125  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
126
127  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
128  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
129}
130
131
132void HeavyBlaster::fire()
133{
134  Projectile* pj =  this->getProjectile();
135  if (pj == NULL)
136    return;
137
138  // set the owner
139  pj->setOwner(this->getOwner());
140  pj->setParent(PNode::getNullParent());
141
[10044]142  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1));
[9975]143
[10771]144  pj->setAbsCoor(this->getEmissionPoint());
[9975]145  pj->setAbsDir(this->getAbsDir());
146  pj->activate();
[10152]147
148  // initiate animation
149  for (int i = 0; i < this->getSegs(); i++)
[10771]150    this->getShootAnim(this->getActiveBarrel(), i)->replay(); // FIXME needs clean up
[10152]151
[10771]152  this->cycleBarrel();
[9975]153}
154
155/**
156 *  this activates the weapon
157*/
158void HeavyBlaster::activate()
159{
160}
161
162/**
163 *  this deactivates the weapon
164*/
165void HeavyBlaster::deactivate()
166{
167}
168
[10152]169
[9975]170void HeavyBlaster::draw() const
171{
[10133]172  glMatrixMode(GL_MODELVIEW);
173  glPushMatrix();
174  glTranslatef (this->getAbsCoor ().x,
175                this->getAbsCoor ().y,
176                this->getAbsCoor ().z);
[10548]177    Vector tmpRot = this->getAbsDir().getSpacialAxis();
178    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[10133]179
[10152]180  if (this->leftRight == W_LEFT)
[10771]181    glScalef(1.0, 1.0, -1.0); //FIXME check weather this causes a slowdown...
[10152]182
[10771]183    static_cast<StaticModel*>(this->getModel())->draw(6);
[10133]184
[10771]185    glPushMatrix();
186      glTranslatef (this->getObjCompx(0,0), this->getObjCompy(0,0), this->getObjCompz(0,0));
187      static_cast<StaticModel*>(this->getModel())->draw(2);
188    glPopMatrix();
[10136]189
[10771]190    glPushMatrix();
191      glTranslatef (this->getObjCompx(1,0), this->getObjCompy(1,0), this->getObjCompz(1,0));
192      static_cast<StaticModel*>(this->getModel())->draw(3);
193    glPopMatrix();
[10133]194
[10771]195    glPushMatrix();
196      glTranslatef (this->getObjCompx(2,0), this->getObjCompy(2,0), this->getObjCompz(2,0));
197      static_cast<StaticModel*>(this->getModel())->draw(1);
198    glPopMatrix();
[10136]199
[10771]200    glPushMatrix();
201      glTranslatef (this->getObjCompx(0,1), this->getObjCompy(0,1), this->getObjCompz(0,1));
202      static_cast<StaticModel*>(this->getModel())->draw(4);
203    glPopMatrix();
[10152]204
[10771]205    glPushMatrix();
206      glTranslatef (this->getObjCompx(1,1), this->getObjCompy(1,1), this->getObjCompz(1,1));
207      static_cast<StaticModel*>(this->getModel())->draw(5);
208    glPopMatrix();
[10133]209
[10771]210    glPushMatrix();
211      glTranslatef (this->getObjCompx(2,1), this->getObjCompy(2,1), this->getObjCompz(2,1));
212      static_cast<StaticModel*>(this->getModel())->draw(0);
213    glPopMatrix();
[10133]214
215  glPopMatrix();
[9975]216}
[10516]217
218void HeavyBlaster::tick(float dt)
219{
[10539]220  if (!Weapon::tickW(dt))
221    return;
[10516]222  if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized)
223  {
224    this->energyWidget->setDisplayedImage("textures/gui/gui_heavy_bolt.png");
225    this->setEnergyWidgetInitialized(true);
226  }
227}
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