1 | #include "heavy_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 | #include "elements/glgui_energywidgetvertical.h" |
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14 | |
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15 | CREATE_FACTORY(HeavyBlaster); |
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16 | // ObjectListDefinition(HeavyBlaster); |
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17 | |
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18 | |
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19 | |
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20 | /** |
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21 | * Standard constructor |
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22 | */ |
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23 | HeavyBlaster::HeavyBlaster (int leftRight) |
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24 | : Weapon() |
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25 | { |
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26 | // this->registerObject(this, HeavyBlaster::_objectList); |
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27 | |
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28 | this->init(leftRight); |
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29 | } |
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30 | |
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31 | HeavyBlaster::HeavyBlaster (const TiXmlElement* root = NULL) |
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32 | : Weapon() |
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33 | { |
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34 | // this->registerObject(this, HeavyBlaster::_objectList); |
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35 | |
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36 | // TODO add leftRight to params |
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37 | this->init(0); |
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38 | if (root != NULL) |
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39 | this->loadParams(root); |
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40 | } |
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41 | |
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42 | /** |
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43 | * Default destructor |
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44 | */ |
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45 | HeavyBlaster::~HeavyBlaster() |
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46 | { |
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47 | for (int i = 0; i < this->getBarrels(); i++) |
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48 | { |
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49 | delete [] this->shootAnim[i]; |
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50 | delete [] this->objComp[i]; |
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51 | } |
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52 | delete [] this->emissionPoint; |
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53 | |
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54 | delete [] this->shootAnim; |
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55 | delete [] this->objComp; |
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56 | /* |
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57 | for(int j = 0; j < this->getSegs(); j++) |
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58 | { |
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59 | delete this->shootAnim[i][j]; |
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60 | delete this->objComp[i][j]; |
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61 | } |
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62 | delete this->shootAnim[i]; |
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63 | delete this->objComp[i]; |
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64 | delete this->emissionPoint[i]; |
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65 | }*/ |
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66 | |
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67 | // this->deconstr(); |
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68 | // model will be deleted from WorldEntity-destructor |
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69 | } |
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70 | |
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71 | void HeavyBlaster::loadParams(const TiXmlElement* root) |
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72 | { |
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73 | Weapon::loadParams(root); |
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74 | } |
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75 | |
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76 | void HeavyBlaster::init(int leftRight) |
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77 | { |
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78 | |
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79 | this->leftRight = leftRight; |
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80 | //this->registerObject(this, HeavyBlaster::_objectList); |
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81 | |
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82 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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83 | |
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84 | this->loadModel("models/guns/frag_cannon.obj", .4); |
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85 | |
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86 | |
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87 | this->setStateDuration(WS_SHOOTING, 0.5); // 2 Schuss pro Sekunde |
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88 | this->setStateDuration(WS_RELOADING, 0); |
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89 | this->setStateDuration(WS_ACTIVATING, .5); |
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90 | this->setStateDuration(WS_DEACTIVATING, 1); |
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91 | |
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92 | this->setEnergyMax(500); |
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93 | this->increaseEnergy(500); |
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94 | //this->minCharge = 2; |
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95 | |
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96 | this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); |
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97 | // this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); |
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98 | this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); |
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99 | |
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100 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); |
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101 | this->setProjectileTypeC("HBolt"); |
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102 | this->prepareProjectiles(5); |
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103 | |
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104 | this->setBarrels(3); |
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105 | this->setSegs(2); |
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106 | this->activeBarrel = 0; |
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107 | |
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108 | |
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109 | |
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110 | this->objComp = new PNode**[this->getBarrels()]; |
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111 | this->emissionPoint = new PNode*[this->getBarrels()]; |
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112 | this->shootAnim = new Animation3D**[this->getBarrels()]; |
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113 | for (int i = 0; i < this->getBarrels(); i++) |
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114 | { |
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115 | this->objComp[i] = new PNode* [this->getSegs()]; |
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116 | this->emissionPoint[i] = new PNode; |
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117 | 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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118 | this->emissionPoint[i]->setName("EmissionPoint"); |
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119 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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120 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; |
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121 | for(int j = 0; j < this->getSegs(); j++) |
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122 | { |
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123 | this->objComp[i][j] = new PNode; |
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124 | this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); |
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125 | this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); |
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126 | } |
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127 | } |
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128 | |
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129 | if (this->leftRight == W_RIGHT) |
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130 | { |
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131 | this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, 0.06)); |
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132 | this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, 0.14)); |
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133 | this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, -.14)); |
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134 | } |
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135 | else { |
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136 | this->emissionPoint[0]->setRelCoor(Vector(1.1, 0.14, -.06)); |
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137 | this->emissionPoint[1]->setRelCoor(Vector(1.1, -.06, -.14)); |
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138 | this->emissionPoint[2]->setRelCoor(Vector(1.1, 0.06, 0.14)); |
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139 | } |
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140 | |
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141 | |
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142 | // Animation3D* animB0Shoot = this->getAnimation(WS_SHOOTING0, this->objComp[0][0]); |
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143 | // Animation3D* animB1Shoot = this->getAnimation(WS_SHOOTING1, this->objComp2); |
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144 | // Animation3D* animB2Shoot = this->getAnimation(WS_SHOOTING2, this->objComp3); |
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145 | // Animation3D* animT0Shoot = this->getAnimation(WS_SHOOTING3, this->objComp[0][1]); |
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146 | // Animation3D* animT1Shoot = this->getAnimation(WS_SHOOTING4, this->objComp5); |
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147 | // Animation3D* animT2Shoot = this->getAnimation(WS_SHOOTING5, this->objComp6); |
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148 | |
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149 | |
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150 | // this->shootAnim[0][0]->setInfinity(ANIM_INF_CONSTANT); |
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151 | // animB1Shoot->setInfinity(ANIM_INF_CONSTANT); |
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152 | // animB2Shoot->setInfinity(ANIM_INF_CONSTANT); |
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153 | // animT0Shoot->setInfinity(ANIM_INF_CONSTANT); |
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154 | // animT1Shoot->setInfinity(ANIM_INF_CONSTANT); |
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155 | // animT2Shoot->setInfinity(ANIM_INF_CONSTANT); |
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156 | |
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157 | for (int i = 0; i < this->getBarrels(); i++){ |
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158 | this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL); |
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159 | this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL); |
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160 | this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.55, ANIM_LINEAR, ANIM_NULL); |
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161 | |
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162 | this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.05, ANIM_LINEAR, ANIM_NULL); |
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163 | this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL); |
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164 | this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.25, ANIM_LINEAR, ANIM_NULL); |
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165 | } |
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166 | |
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167 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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168 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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169 | |
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170 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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171 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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172 | |
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173 | // this->setEmissionPoint(3.8, 1.2, 0, 0); |
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174 | |
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175 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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176 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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177 | |
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178 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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179 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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180 | } |
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181 | |
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182 | |
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183 | void HeavyBlaster::fire() |
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184 | { |
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185 | Projectile* pj = this->getProjectile(); |
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186 | if (pj == NULL) |
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187 | return; |
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188 | |
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189 | // set the owner |
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190 | pj->setOwner(this->getOwner()); |
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191 | pj->setParent(PNode::getNullParent()); |
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192 | |
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193 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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194 | // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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195 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); |
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196 | |
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197 | pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); |
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198 | // pj->setAbsCoor(this->getEmissionPoint(0)); |
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199 | pj->setAbsDir(this->getAbsDir()); |
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200 | // pj->toList(OM_GROUP_01_PROJ); |
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201 | pj->activate(); |
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202 | |
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203 | // initiate animation |
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204 | for (int i = 0; i < this->getSegs(); i++) |
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205 | this->shootAnim[this->activeBarrel][i]->replay(); |
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206 | |
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207 | // switch barrel |
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208 | this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); |
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209 | } |
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210 | |
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211 | /** |
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212 | * this activates the weapon |
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213 | */ |
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214 | void HeavyBlaster::activate() |
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215 | { |
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216 | } |
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217 | |
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218 | /** |
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219 | * this deactivates the weapon |
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220 | */ |
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221 | void HeavyBlaster::deactivate() |
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222 | { |
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223 | } |
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224 | |
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225 | |
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226 | void HeavyBlaster::draw() const |
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227 | { |
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228 | glMatrixMode(GL_MODELVIEW); |
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229 | glPushMatrix(); |
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230 | glTranslatef (this->getAbsCoor ().x, |
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231 | this->getAbsCoor ().y, |
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232 | this->getAbsCoor ().z); |
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233 | |
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234 | if (this->leftRight == W_LEFT) |
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235 | glScalef(1.0, 1.0, -1.0); |
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236 | |
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237 | static_cast<StaticModel*>(this->getModel())->draw(6); |
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238 | |
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239 | glPushMatrix(); |
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240 | glTranslatef (this->objComp[0][0]->getAbsCoor().x, this->objComp[0][0]->getAbsCoor().y, this->objComp[0][0]->getAbsCoor().z); |
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241 | static_cast<StaticModel*>(this->getModel())->draw(2); |
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242 | glPopMatrix(); |
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243 | |
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244 | glPushMatrix(); |
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245 | glTranslatef (this->objComp[1][0]->getAbsCoor().x, this->objComp[1][0]->getAbsCoor().y, this->objComp[1][0]->getAbsCoor().z); |
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246 | static_cast<StaticModel*>(this->getModel())->draw(3); |
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247 | glPopMatrix(); |
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248 | |
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249 | glPushMatrix(); |
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250 | glTranslatef (this->objComp[2][0]->getAbsCoor().x, this->objComp[2][0]->getAbsCoor().y, this->objComp[2][0]->getAbsCoor().z); |
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251 | static_cast<StaticModel*>(this->getModel())->draw(1); |
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252 | glPopMatrix(); |
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253 | |
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254 | glPushMatrix(); |
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255 | glTranslatef (this->objComp[0][1]->getAbsCoor().x, this->objComp[0][1]->getAbsCoor().y, this->objComp[0][1]->getAbsCoor().z); |
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256 | static_cast<StaticModel*>(this->getModel())->draw(4); |
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257 | glPopMatrix(); |
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258 | |
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259 | glPushMatrix(); |
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260 | glTranslatef (this->objComp[1][1]->getAbsCoor().x, this->objComp[1][1]->getAbsCoor().y, this->objComp[1][1]->getAbsCoor().z); |
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261 | static_cast<StaticModel*>(this->getModel())->draw(5); |
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262 | glPopMatrix(); |
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263 | |
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264 | glPushMatrix(); |
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265 | glTranslatef (this->objComp[2][1]->getAbsCoor().x, this->objComp[2][1]->getAbsCoor().y, this->objComp[2][1]->getAbsCoor().z); |
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266 | static_cast<StaticModel*>(this->getModel())->draw(0); |
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267 | glPopMatrix(); |
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268 | |
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269 | glPopMatrix(); |
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270 | } |
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271 | |
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272 | void HeavyBlaster::tick(float dt) |
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273 | { |
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274 | if (!Weapon::tickW(dt)) |
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275 | return; |
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276 | if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized) |
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277 | { |
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278 | this->energyWidget->setDisplayedImage("textures/gui/gui_heavy_bolt.png"); |
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279 | this->setEnergyWidgetInitialized(true); |
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280 | } |
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281 | } |
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