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2 | |
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3 | /* |
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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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14 | main-programmer: Benjamin Grauer |
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15 | co-programmer: |
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16 | |
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17 | |
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18 | @todo: direction in which the projectile flights |
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19 | @todo: a target to set/hit |
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20 | */ |
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21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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22 | |
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23 | #include "hyperblaster.h" |
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24 | |
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25 | #include "world_entity.h" |
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26 | #include "model.h" |
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27 | #include "world_entities/projectiles/projectile.h" |
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28 | #include "weapon_manager.h" |
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29 | #include "factory.h" |
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30 | |
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31 | #include "vector.h" |
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32 | #include "list.h" |
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33 | #include "animation3d.h" |
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34 | |
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35 | #include "fast_factory.h" |
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36 | |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | CREATE_FACTORY(Hyperblaster, CL_HYPERBLASTER); |
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41 | |
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42 | Hyperblaster::Hyperblaster(const TiXmlElement* root) |
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43 | { |
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44 | this->init(); |
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45 | if (root != NULL) |
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46 | this->loadParams(root); |
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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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52 | Hyperblaster::~Hyperblaster () |
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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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58 | void Hyperblaster::init() |
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59 | { |
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60 | this->setClassID(CL_HYPERBLASTER, "Hyperblaster"); |
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61 | |
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62 | // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); |
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63 | |
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64 | this->loadModel("models/guns/plasmadriver_#.obj", 2.0); |
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65 | |
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66 | this->setStateDuration(WS_SHOOTING, 2.0); |
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67 | this->setStateDuration(WS_RELOADING, 5.0); |
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68 | this->setStateDuration(WS_ACTIVATING, .8); |
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69 | this->setStateDuration(WS_DEACTIVATING, .8); |
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70 | |
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71 | this->setEnergyMax(10); |
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72 | this->increaseEnergy(10); |
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73 | //this->minCharge = 2; |
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74 | |
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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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78 | |
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79 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_HEAVY); |
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80 | this->setProjectileType(CL_HYPERBLAST); |
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81 | this->prepareProjectiles(2); |
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82 | |
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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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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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102 | |
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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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105 | } |
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106 | |
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107 | |
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108 | void Hyperblaster::loadParams(const TiXmlElement* root) |
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109 | { |
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110 | Weapon::loadParams(root); |
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111 | } |
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112 | |
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113 | |
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114 | /** |
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115 | * this activates the weapon |
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116 | |
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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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120 | */ |
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121 | void Hyperblaster::activate() |
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122 | { |
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123 | } |
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124 | |
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125 | |
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126 | /** |
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127 | * this deactivates the weapon |
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128 | |
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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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131 | been armed out. |
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132 | */ |
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133 | void Hyperblaster::deactivate() |
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134 | { |
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135 | } |
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136 | |
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137 | |
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138 | /** |
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139 | * fires the weapon |
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140 | |
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141 | this is called from the player.cc, when fire-button is been pushed |
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142 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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143 | */ |
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144 | void Hyperblaster::fire() |
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145 | { |
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146 | Projectile* pj = this->getProjectile(); |
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147 | if (pj == NULL) |
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148 | return; |
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149 | |
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150 | pj->setParent(PNode::getNullParent()); |
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151 | |
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152 | pj->setVelocity(this->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*15+VECTOR_RAND(5)); |
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153 | |
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154 | pj->setAbsCoor(this->getEmissionPoint()); |
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155 | pj->setAbsDir(this->getAbsDir()); |
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156 | pj->activate(); |
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157 | } |
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158 | |
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159 | /** |
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160 | * is called, when the weapon is destroyed |
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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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164 | */ |
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165 | void Hyperblaster::destroy () |
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166 | {} |
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