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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/weapons/medium_blaster.cc @ 10662

Last change on this file since 10662 was 10649, checked in by nicolasc, 18 years ago

added nadion blast
fine tuned weapon timing / prepared projectiles

File size: 6.2 KB
Line 
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
17#include "medium_blaster.h"
18#include "world_entities/projectiles/projectile.h"
19
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
29#include "elements/glgui_energywidgetvertical.h"
30
31//
32//ObjectListDefinition(MediumBlaster);
33CREATE_FACTORY(MediumBlaster);
34/**
35 * Standard constructor
36 */
37MediumBlaster::MediumBlaster ()
38 : Weapon()
39{
40    this->init();
41}
42
43MediumBlaster::MediumBlaster (const TiXmlElement* root = NULL)
44 : Weapon()
45{
46    this->init();
47    if (root != NULL)
48      this->loadParams(root);
49}
50
51/**
52 * Default destructor
53 */
54MediumBlaster::~MediumBlaster()
55{
56      // model will be deleted from WorldEntity-destructor
57  for (int i = 0; i < this->getBarrels(); i++)
58  {
59   delete [] this->shootAnim[i];
60  }
61  delete [] this->shootAnim;
62}
63
64void MediumBlaster::loadParams(const TiXmlElement* root)
65{
66  Weapon::loadParams(root);
67}
68
69void MediumBlaster::init()
70{
71  this->setScaling(.3333);
72
73  this->loadModel("models/guns/blaster.obj", this->getScaling());
74
75  this->setStateDuration(WS_SHOOTING, 0.2);   // 5 Schuss pro Sekunde
76
77  this->setStateDuration(WS_RELOADING, 0);
78  this->setStateDuration(WS_ACTIVATING, .5); //.5);
79  this->setStateDuration(WS_DEACTIVATING, 1); // 1);
80
81  this->setEnergyMax(500);
82  this->increaseEnergy(500);
83  //this->minCharge = 2;
84
85  this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
86//   this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
87  this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav");
88
89  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
90  this->setProjectileTypeC("MBolt");
91  this->prepareProjectiles(10);
92
93
94  this->setBarrels(1);
95  this->setSegs(2);
96  this->activeBarrel = 0;
97
98  this->objComp = new PNode**[this->getBarrels()];
99  this->emissionPoint = new PNode*[this->getBarrels()];
100  this->shootAnim = new Animation3D**[this->getBarrels()];
101  for (int i = 0; i < this->getBarrels(); i++)
102  {
103    this->objComp[i] = new PNode* [this->getSegs()];
104    this->emissionPoint[i] = new PNode;
105    this->emissionPoint[i]->setParent(this);  //Parenting emissionPoint to Weapon
106    this->emissionPoint[i]->setName("EmissionPoint");
107    this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
108    this->shootAnim[i] = new Animation3D* [this->getSegs()];
109    for(int j = 0; j < this->getSegs(); j++)
110    {
111      this->objComp[i][j] = new PNode;
112      this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]);
113      this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT);
114    }
115  }
116
117  for (int i = 0; i < this->getBarrels(); i++){
118    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.04, ANIM_LINEAR, ANIM_NULL);
119    this->shootAnim[i][0]->addKeyFrame(Vector(-1.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.15, ANIM_LINEAR, ANIM_NULL);
120    this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL);
121
122    this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.04, ANIM_LINEAR, ANIM_NULL);
123    this->shootAnim[i][1]->addKeyFrame(Vector(.5, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.15, ANIM_LINEAR, ANIM_NULL);
124    this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL);
125  }
126
127  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
128  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
129
130  animation2->setInfinity(ANIM_INF_CONSTANT);
131  animation3->setInfinity(ANIM_INF_CONSTANT);
132
133  this->emissionPoint[0]->setRelCoor(Vector(3.9, 0.0, 0.0) * this->getScaling());
134
135  animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
136  animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
137
138  animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL);
139  animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL);
140}
141
142
143void MediumBlaster::fire()
144{
145  Projectile* pj =  this->getProjectile();
146  if (pj == NULL)
147    return;
148
149  // set the owner
150  pj->setOwner(this->getOwner());
151
152  pj->setParent(PNode::getNullParent());
153
154  pj->setVelocity(this->getParent()->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*160);
155
156  pj->setAbsCoor(this->getEmissionPoint());
157  pj->setAbsDir(this->getAbsDir());
158  pj->activate();
159
160  for (int i = 0; i < this->getSegs(); i++)
161    this->shootAnim[this->activeBarrel][i]->replay();
162}
163
164
165/**
166 *  this activates the weapon
167*/
168void MediumBlaster::activate()
169{
170}
171
172/**
173 *  this deactivates the weapon
174*/
175void MediumBlaster::deactivate()
176{
177}
178
179void MediumBlaster::draw() const
180{
181  glMatrixMode(GL_MODELVIEW);
182  glPushMatrix();
183    glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
184    Vector tmpRot = this->getAbsDir().getSpacialAxis();
185    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
186    static_cast<StaticModel*>(this->getModel())->draw(0);
187
188  glPushMatrix();
189    glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z);
190    static_cast<StaticModel*>(this->getModel())->draw(1);
191  glPopMatrix();
192
193  glPushMatrix();
194    glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z);
195    static_cast<StaticModel*>(this->getModel())->draw(2);
196  glPopMatrix();
197
198  glPopMatrix();
199}
200
201void MediumBlaster::tick(float dt)
202{
203  if (!Weapon::tickW(dt))
204    return;
205  if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized)
206  {
207    this->energyWidget->setDisplayedImage("textures/gui/gui_medium_bold.png");
208    this->setEnergyWidgetInitialized(true);
209  }
210}
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