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