[3618] | 1 | |
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| 2 | |
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[4592] | 3 | /* |
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[3618] | 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific |
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[6810] | 14 | main-programmer: Benjamin Grauer |
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[4592] | 15 | co-programmer: |
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[3631] | 16 | |
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| 17 | |
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[4836] | 18 | @todo: direction in which the projectile flights |
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| 19 | @todo: a target to set/hit |
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[3618] | 20 | */ |
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[5357] | 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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[3618] | 22 | |
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[6810] | 23 | #include "hyperblaster.h" |
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[3618] | 24 | |
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| 25 | #include "world_entity.h" |
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[3677] | 26 | #include "model.h" |
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[6434] | 27 | #include "world_entities/projectiles/projectile.h" |
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[4955] | 28 | #include "weapon_manager.h" |
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[5355] | 29 | #include "factory.h" |
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[3618] | 30 | |
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| 31 | #include "vector.h" |
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[3629] | 32 | #include "list.h" |
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[3851] | 33 | #include "animation3d.h" |
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[3618] | 34 | |
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[4940] | 35 | #include "fast_factory.h" |
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[4287] | 36 | |
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[4931] | 37 | |
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[3618] | 38 | using namespace std; |
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| 39 | |
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[6810] | 40 | CREATE_FACTORY(Hyperblaster, CL_HYPERBLASTER); |
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[3618] | 41 | |
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[6810] | 42 | Hyperblaster::Hyperblaster(const TiXmlElement* root) |
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[3683] | 43 | { |
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[4974] | 44 | this->init(); |
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[6517] | 45 | if (root != NULL) |
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| 46 | this->loadParams(root); |
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[4972] | 47 | } |
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| 48 | |
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| 49 | /** |
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| 50 | * standard deconstructor |
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| 51 | */ |
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[6810] | 52 | Hyperblaster::~Hyperblaster () |
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[4972] | 53 | { |
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| 54 | // model will be deleted from WorldEntity-destructor |
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| 55 | } |
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| 56 | |
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| 57 | |
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[6810] | 58 | void Hyperblaster::init() |
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[4972] | 59 | { |
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[6810] | 60 | this->setClassID(CL_HYPERBLASTER, "Hyperblaster"); |
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[4972] | 61 | |
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[5053] | 62 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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[4972] | 63 | |
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[6803] | 64 | this->loadModel("models/guns/plasmadriver_#.obj", 2.0); |
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[5053] | 65 | |
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[5744] | 66 | this->setStateDuration(WS_SHOOTING, 2.0); |
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[6810] | 67 | this->setStateDuration(WS_RELOADING, 5.0); |
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[6811] | 68 | this->setStateDuration(WS_ACTIVATING, .8); |
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| 69 | this->setStateDuration(WS_DEACTIVATING, .8); |
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[4885] | 70 | |
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[6810] | 71 | this->setEnergyMax(10); |
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| 72 | this->increaseEnergy(10); |
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[4927] | 73 | //this->minCharge = 2; |
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[4885] | 74 | |
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[7045] | 75 | this->setActionSound(WA_SHOOT, "sound/explosions/explosion_4.wav"); |
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| 76 | this->setActionSound(WA_ACTIVATE, "sound/powerups/whats this2.wav"); |
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| 77 | this->setActionSound(WA_RELOAD, "sound/spawn/alien_generator.wav"); |
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[4934] | 78 | |
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[6803] | 79 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY); |
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[6810] | 80 | this->setProjectileType(CL_HYPERBLAST); |
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| 81 | this->prepareProjectiles(2); |
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[5457] | 82 | |
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[5623] | 83 | // this->objectComponent1 = new PNode(); |
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| 84 | // Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this->objectComponent1); |
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| 85 | Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); |
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| 86 | Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); |
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| 87 | //parent->addChild(this->objectComponent1, PNODE_ALL); |
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| 88 | // this->addChild(this->objectComponent1); |
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| 89 | |
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| 90 | // animation1->setInfinity(ANIM_INF_CONSTANT); |
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| 91 | animation2->setInfinity(ANIM_INF_CONSTANT); |
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| 92 | animation3->setInfinity(ANIM_INF_CONSTANT); |
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| 93 | |
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| 94 | this->setEmissionPoint(3.8, 1.2, 0); |
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| 95 | |
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| 96 | // animation1->addKeyFrame(Vector(0, -1.5, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 97 | // animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); |
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| 98 | // animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); |
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| 99 | |
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[6811] | 100 | animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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| 101 | animation2->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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[5623] | 102 | |
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[6811] | 103 | animation3->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); |
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| 104 | animation3->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); |
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[3683] | 105 | } |
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[3618] | 106 | |
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| 107 | |
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[6810] | 108 | void Hyperblaster::loadParams(const TiXmlElement* root) |
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[3618] | 109 | { |
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[6512] | 110 | Weapon::loadParams(root); |
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[3618] | 111 | } |
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| 112 | |
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| 113 | |
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| 114 | /** |
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[4836] | 115 | * this activates the weapon |
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[3618] | 116 | |
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[4592] | 117 | This is needed, since there can be more than one weapon on a ship. the |
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| 118 | activation can be connected with an animation. for example the weapon is |
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| 119 | been armed out. |
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[3618] | 120 | */ |
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[6810] | 121 | void Hyperblaster::activate() |
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[3980] | 122 | { |
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| 123 | } |
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[3618] | 124 | |
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| 125 | |
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| 126 | /** |
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[4836] | 127 | * this deactivates the weapon |
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[3618] | 128 | |
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[4592] | 129 | This is needed, since there can be more than one weapon on a ship. the |
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| 130 | activation can be connected with an animation. for example the weapon is |
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[3618] | 131 | been armed out. |
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| 132 | */ |
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[6810] | 133 | void Hyperblaster::deactivate() |
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[3980] | 134 | { |
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| 135 | } |
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[3618] | 136 | |
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| 137 | |
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| 138 | /** |
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[4836] | 139 | * fires the weapon |
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[4592] | 140 | |
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[3618] | 141 | this is called from the player.cc, when fire-button is been pushed |
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[4836] | 142 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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[3618] | 143 | */ |
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[6810] | 144 | void Hyperblaster::fire() |
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[3620] | 145 | { |
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[5356] | 146 | Projectile* pj = this->getProjectile(); |
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| 147 | if (pj == NULL) |
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| 148 | return; |
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[3888] | 149 | |
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[6074] | 150 | pj->setParent(PNode::getNullParent()); |
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[5000] | 151 | |
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[5744] | 152 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); |
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[4955] | 153 | |
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[4927] | 154 | pj->setAbsCoor(this->getEmissionPoint()); |
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[3708] | 155 | pj->setAbsDir(this->getAbsDir()); |
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[5443] | 156 | pj->activate(); |
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[3620] | 157 | } |
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[3618] | 158 | |
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| 159 | /** |
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[4836] | 160 | * is called, when the weapon is destroyed |
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[5498] | 161 | * |
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| 162 | * this is in conjunction with the hit function, so when a weapon is able to get |
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| 163 | * hit, it can also be destoryed. |
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[3618] | 164 | */ |
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[6810] | 165 | void Hyperblaster::destroy () |
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[3618] | 166 | {} |
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