[10618] | 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, Nicolas Schlumberger |
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| 13 | co-programmer: |
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| 14 | |
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| 15 | */ |
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| 16 | |
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[9972] | 17 | #include "heavy_blaster.h" |
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[9975] | 18 | #include "world_entities/projectiles/projectile.h" |
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[9972] | 19 | |
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[9975] | 20 | #include "world_entity.h" |
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| 21 | #include "static_model.h" |
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| 22 | #include "weapon_manager.h" |
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| 23 | #include "util/loading/factory.h" |
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| 24 | |
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| 25 | #include "animation3d.h" |
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| 26 | |
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| 27 | #include "loading/fast_factory.h" |
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| 28 | |
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[10516] | 29 | #include "elements/glgui_energywidgetvertical.h" |
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| 30 | |
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[9975] | 31 | CREATE_FACTORY(HeavyBlaster); |
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[10499] | 32 | // ObjectListDefinition(HeavyBlaster); |
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| 33 | |
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| 34 | |
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| 35 | |
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[9975] | 36 | /** |
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| 37 | * Standard constructor |
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| 38 | */ |
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[10152] | 39 | HeavyBlaster::HeavyBlaster (int leftRight) |
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[9975] | 40 | : Weapon() |
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| 41 | { |
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[10499] | 42 | // this->registerObject(this, HeavyBlaster::_objectList); |
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| 43 | |
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[10152] | 44 | this->init(leftRight); |
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[9975] | 45 | } |
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| 46 | |
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[9972] | 47 | HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL) |
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| 48 | : Weapon() |
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[9975] | 49 | { |
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[10499] | 50 | // this->registerObject(this, HeavyBlaster::_objectList); |
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| 51 | |
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[10152] | 52 | // TODO add leftRight to params |
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| 53 | this->init(0); |
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[9972] | 54 | if (root != NULL) |
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| 55 | this->loadParams(root); |
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[9975] | 56 | } |
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[9972] | 57 | |
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| 58 | /** |
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| 59 | * Default destructor |
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| 60 | */ |
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| 61 | HeavyBlaster::~HeavyBlaster() |
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[9975] | 62 | { |
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[10170] | 63 | for (int i = 0; i < this->getBarrels(); i++) |
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| 64 | { |
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[10261] | 65 | delete [] this->shootAnim[i]; |
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| 66 | delete [] this->objComp[i]; |
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| 67 | } |
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| 68 | delete [] this->emissionPoint; |
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[10415] | 69 | |
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[10281] | 70 | delete [] this->shootAnim; |
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| 71 | delete [] this->objComp; |
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[10261] | 72 | /* |
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[10170] | 73 | for(int j = 0; j < this->getSegs(); j++) |
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| 74 | { |
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| 75 | delete this->shootAnim[i][j]; |
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| 76 | delete this->objComp[i][j]; |
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| 77 | } |
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| 78 | delete this->shootAnim[i]; |
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| 79 | delete this->objComp[i]; |
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| 80 | delete this->emissionPoint[i]; |
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[10261] | 81 | }*/ |
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[10170] | 82 | |
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[10261] | 83 | // this->deconstr(); |
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[10152] | 84 | // model will be deleted from WorldEntity-destructor |
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[9975] | 85 | } |
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[9972] | 86 | |
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[9975] | 87 | void HeavyBlaster::loadParams(const TiXmlElement* root) |
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| 88 | { |
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| 89 | Weapon::loadParams(root); |
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| 90 | } |
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[9972] | 91 | |
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[10152] | 92 | void HeavyBlaster::init(int leftRight) |
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[9975] | 93 | { |
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[10152] | 94 | |
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| 95 | this->leftRight = leftRight; |
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[9975] | 96 | //this->registerObject(this, HeavyBlaster::_objectList); |
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| 97 | |
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| 98 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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| 99 | |
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[10698] | 100 | this->loadModel("models/guns/frag_cannon2.obj", .4); |
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[9975] | 101 | |
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[10415] | 102 | |
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[9998] | 103 | this->setStateDuration(WS_SHOOTING, 0.5); // 2 Schuss pro Sekunde |
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[9975] | 104 | this->setStateDuration(WS_RELOADING, 0); |
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| 105 | this->setStateDuration(WS_ACTIVATING, .5); |
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| 106 | this->setStateDuration(WS_DEACTIVATING, 1); |
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| 107 | |
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[9998] | 108 | this->setEnergyMax(500); |
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| 109 | this->increaseEnergy(500); |
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[9975] | 110 | //this->minCharge = 2; |
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| 111 | |
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[10415] | 112 | this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); |
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[10516] | 113 | // this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); |
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[10415] | 114 | this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); |
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[9975] | 115 | |
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| 116 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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[10516] | 117 | this->setProjectileTypeC("HBolt"); |
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[9998] | 118 | this->prepareProjectiles(5); |
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[9975] | 119 | |
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[10136] | 120 | this->setBarrels(3); |
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| 121 | this->setSegs(2); |
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[10152] | 122 | this->activeBarrel = 0; |
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[10136] | 123 | |
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[10133] | 124 | |
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[10152] | 125 | |
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| 126 | this->objComp = new PNode**[this->getBarrels()]; |
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| 127 | this->emissionPoint = new PNode*[this->getBarrels()]; |
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| 128 | this->shootAnim = new Animation3D**[this->getBarrels()]; |
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| 129 | for (int i = 0; i < this->getBarrels(); i++) |
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| 130 | { |
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| 131 | this->objComp[i] = new PNode* [this->getSegs()]; |
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| 132 | this->emissionPoint[i] = new PNode; |
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[10698] | 133 | this->emissionPoint[i]->setParent(this); //Parenting emissionPoint to Weapons |
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[10152] | 134 | this->emissionPoint[i]->setName("EmissionPoint"); |
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| 135 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 136 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; |
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| 137 | for(int j = 0; j < this->getSegs(); j++) |
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| 138 | { |
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| 139 | this->objComp[i][j] = new PNode; |
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| 140 | this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); |
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| 141 | this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); |
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| 142 | } |
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| 143 | } |
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| 144 | |
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[10159] | 145 | if (this->leftRight == W_RIGHT) |
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| 146 | { |
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[10152] | 147 | this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, 0.06)); |
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| 148 | this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, 0.14)); |
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| 149 | this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, -.14)); |
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[10159] | 150 | } |
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| 151 | else { |
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| 152 | this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, -.06)); |
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| 153 | this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, -.14)); |
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| 154 | this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, 0.14)); |
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| 155 | } |
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[10152] | 156 | |
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| 157 | |
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| 158 | for (int i = 0; i < this->getBarrels(); i++){ |
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[10698] | 159 | this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); |
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[10159] | 160 | this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL); |
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[10698] | 161 | this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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[10133] | 162 | |
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[10698] | 163 | this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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[10159] | 164 | this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL); |
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[10698] | 165 | this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); |
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[10152] | 166 | } |
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[10133] | 167 | |
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[9975] | 168 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 169 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 170 | |
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| 171 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 172 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 173 | |
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| 174 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 175 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 176 | |
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| 177 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 178 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 179 | } |
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| 180 | |
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| 181 | |
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| 182 | void HeavyBlaster::fire() |
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| 183 | { |
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| 184 | Projectile* pj = this->getProjectile(); |
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| 185 | if (pj == NULL) |
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| 186 | return; |
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| 187 | |
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| 188 | // set the owner |
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| 189 | pj->setOwner(this->getOwner()); |
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| 190 | pj->setParent(PNode::getNullParent()); |
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| 191 | |
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[10044] | 192 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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[9975] | 193 | |
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[10152] | 194 | pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); |
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[9975] | 195 | pj->setAbsDir(this->getAbsDir()); |
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| 196 | pj->activate(); |
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[10152] | 197 | |
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| 198 | // initiate animation |
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| 199 | for (int i = 0; i < this->getSegs(); i++) |
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| 200 | this->shootAnim[this->activeBarrel][i]->replay(); |
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| 201 | |
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| 202 | // switch barrel |
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| 203 | this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); |
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[9975] | 204 | } |
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| 205 | |
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| 206 | /** |
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| 207 | * this activates the weapon |
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| 208 | */ |
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| 209 | void HeavyBlaster::activate() |
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| 210 | { |
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| 211 | } |
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| 212 | |
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| 213 | /** |
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| 214 | * this deactivates the weapon |
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| 215 | */ |
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| 216 | void HeavyBlaster::deactivate() |
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| 217 | { |
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| 218 | } |
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| 219 | |
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[10152] | 220 | |
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[9975] | 221 | void HeavyBlaster::draw() const |
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| 222 | { |
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[10133] | 223 | glMatrixMode(GL_MODELVIEW); |
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| 224 | glPushMatrix(); |
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| 225 | glTranslatef (this->getAbsCoor ().x, |
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| 226 | this->getAbsCoor ().y, |
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| 227 | this->getAbsCoor ().z); |
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[10548] | 228 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 229 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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[10133] | 230 | |
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[10152] | 231 | if (this->leftRight == W_LEFT) |
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| 232 | glScalef(1.0, 1.0, -1.0); |
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| 233 | |
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[10133] | 234 | static_cast<StaticModel*>(this->getModel())->draw(6); |
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| 235 | |
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| 236 | glPushMatrix(); |
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[10152] | 237 | glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z); |
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[10516] | 238 | static_cast<StaticModel*>(this->getModel())->draw(2); |
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[10152] | 239 | glPopMatrix(); |
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[10136] | 240 | |
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[10133] | 241 | glPushMatrix(); |
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[10286] | 242 | glTranslatef (this->objComp[1][0]->getAbsCoor().x, this->objComp[1][0]->getAbsCoor().y, this->objComp[1][0]->getAbsCoor().z); |
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[10516] | 243 | static_cast<StaticModel*>(this->getModel())->draw(3); |
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[10133] | 244 | glPopMatrix(); |
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| 245 | |
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| 246 | glPushMatrix(); |
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[10286] | 247 | glTranslatef (this->objComp[2][0]->getAbsCoor().x, this->objComp[2][0]->getAbsCoor().y, this->objComp[2][0]->getAbsCoor().z); |
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[10516] | 248 | static_cast<StaticModel*>(this->getModel())->draw(1); |
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[10152] | 249 | glPopMatrix(); |
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[10136] | 250 | |
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[10133] | 251 | glPushMatrix(); |
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[10286] | 252 | glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z); |
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[10152] | 253 | static_cast<StaticModel*>(this->getModel())->draw(4); |
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| 254 | glPopMatrix(); |
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| 255 | |
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| 256 | glPushMatrix(); |
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[10286] | 257 | glTranslatef (this->objComp[1][1]->getAbsCoor().x, this->objComp[1][1]->getAbsCoor().y, this->objComp[1][1]->getAbsCoor().z); |
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| 258 | static_cast<StaticModel*>(this->getModel())->draw(5); |
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[10133] | 259 | glPopMatrix(); |
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| 260 | |
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| 261 | glPushMatrix(); |
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[10286] | 262 | glTranslatef (this->objComp[2][1]->getAbsCoor().x, this->objComp[2][1]->getAbsCoor().y, this->objComp[2][1]->getAbsCoor().z); |
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[10516] | 263 | static_cast<StaticModel*>(this->getModel())->draw(0); |
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[10152] | 264 | glPopMatrix(); |
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[10133] | 265 | |
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| 266 | glPopMatrix(); |
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[9975] | 267 | } |
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[10516] | 268 | |
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| 269 | void HeavyBlaster::tick(float dt) |
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| 270 | { |
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[10539] | 271 | if (!Weapon::tickW(dt)) |
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| 272 | return; |
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[10516] | 273 | if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized) |
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| 274 | { |
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| 275 | this->energyWidget->setDisplayedImage("textures/gui/gui_heavy_bolt.png"); |
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| 276 | this->setEnergyWidgetInitialized(true); |
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| 277 | } |
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| 278 | } |
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