[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\weapon.h"
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| 3 | #include "Player.h"
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| 4 | #include "Scene.h"
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| 5 | #include "SoundNode.h"
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| 6 | #include "GameManager.h"
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| 7 |
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| 8 | Weapon::Weapon(void) : Node() {
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| 9 | for(int i=0;i<STATESIZE;i++) {
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| 10 | this->setStateTime(i, 0);
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| 11 | this->soundNode[i] = NULL;
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| 12 | this->soundNames[i] = "";
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| 13 | }
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| 14 | this->enteredState = true;
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| 15 | this->setState(this->STATE_IDLE);
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| 16 | this->munitionQuantity = 0;
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| 17 | this->Cweapon = 12.5;
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| 18 |
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| 19 | //this->leftPos.setXYZ(1.4f, 1.4f, -0.5f);
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| 20 | //this->rightPos.setXYZ(-1.4f, 1.4f, -0.5f);
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| 21 | this->leftPos.setXYZ(1.6f, 1.6f, -0.5f);
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| 22 | this->rightPos.setXYZ(-1.6f, 1.6f, -0.5f);
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| 23 | this->bFire = false;
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| 24 | this->player = NULL;
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| 25 | D3DXMatrixIdentity(&this->myWorldMatrix);
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| 26 | }
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| 27 |
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| 28 | Weapon::~Weapon(void) {
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| 29 | }
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| 30 |
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| 31 | void Weapon::setPlayer(Player &_player) {
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| 32 | this->player = &_player;
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| 33 | }
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| 34 |
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| 35 | void Weapon::setStateTime(int state, float time)
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| 36 | {
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| 37 | this->timeForState[state] = time;
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| 38 | }
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| 39 |
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| 40 | void Weapon::setStateSound(int state, std::string soundfile)
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| 41 | {
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| 42 | if(soundfile.compare("")!=0) {
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| 43 | this->soundNames[state] = soundfile;
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| 44 | this->soundNode[state] = (SoundNode*) this->myScene->createNode(this->myScene->NODE_SOUND);//, *this);
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| 45 | this->soundNode[state]->loadFile(soundfile, false);
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| 46 | this->soundNode[state]->setKillSoundNodeAfterPlayed(false);
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| 47 | }
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| 48 | }
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| 49 |
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| 50 | void Weapon::addMunition(int quantity)
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| 51 | {
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| 52 | this->munitionQuantity+=quantity;
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| 53 | }
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| 54 |
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| 55 | int Weapon::getAmo()
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| 56 | {
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| 57 | return this->munitionQuantity;
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| 58 | }
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| 59 |
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| 60 | void Weapon::fire()
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| 61 | {
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| 62 | this->bFire = true;
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| 63 | }
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| 64 |
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| 65 | void Weapon::update(float dt)
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| 66 | {
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| 67 | this->myStateTime+=dt;
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| 68 | switch(this->myState) {
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| 69 | case this->STATE_IDLE:
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| 70 | if(this->enteredState) {
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| 71 | this->enteredState = false;
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| 72 | }
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| 73 | if(this->munitionQuantity<=0) {
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| 74 | this->setState(this->STATE_EMPTY);
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| 75 | Node::update(dt);
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| 76 | return;
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| 77 | }
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| 78 | if(this->bFire) {
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| 79 | this->bFire = false;
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| 80 | this->setState(this->STATE_PRELOAD);
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| 81 | }
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| 82 | this->enteredState = false;
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| 83 | break;
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| 84 | case this->STATE_PRELOAD:
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| 85 | if(this->enteredState) {
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| 86 | if(this->soundNode[this->myState])
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| 87 | this->soundNode[this->myState]->play();
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| 88 | this->enteredState = false;
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| 89 | }
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| 90 | this->bFire = false;
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| 91 | if(this->myStateTime>=this->timeForState[this->myState])
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| 92 | this->setState(this->STATE_FIRE);
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| 93 | break;
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| 94 | case this->STATE_FIRE:
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| 95 | if(this->enteredState) {
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| 96 | if(this->soundNode[this->myState])
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| 97 | this->soundNode[this->myState]->play();
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| 98 | this->doFire();
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| 99 | this->munitionQuantity--;
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| 100 | this->enteredState = false;
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| 101 | }
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| 102 | this->bFire = false;
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| 103 | if(this->myStateTime>=this->timeForState[this->myState])
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| 104 | this->setState(this->STATE_POSTLOAD);
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| 105 | break;
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| 106 | case this->STATE_POSTLOAD:
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| 107 | if(this->enteredState) {
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| 108 | if(this->soundNode[this->myState])
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| 109 | this->soundNode[this->myState]->play();
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| 110 | this->enteredState = false;
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| 111 | }
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| 112 | if(this->myStateTime>=this->timeForState[this->myState])
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| 113 | this->setState(this->STATE_IDLE);
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| 114 | break;
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| 115 | case this->STATE_EMPTY:
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| 116 | if(this->enteredState) {
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| 117 | this->enteredState = false;
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| 118 | }
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| 119 | if(this->munitionQuantity>0) {
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| 120 | this->setState(this->STATE_IDLE);
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| 121 | }
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| 122 | if( this->munitionQuantity<=0 &&
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| 123 | this->bFire &&
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| 124 | this->soundNode[this->myState] &&
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| 125 | this->soundNode[this->myState]->getTimeToPlay()==-1) {
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| 126 |
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| 127 | this->myScene->manager->printToConsole("playing empty sound!");
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| 128 | this->soundNode[this->myState]->play();
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| 129 | this->soundNode[this->myState]->setPosition(this->getPosition());
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| 130 | this->bFire = false;
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| 131 | }
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| 132 | break;
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| 133 | }
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| 134 | Node::update(dt);
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| 135 | }
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| 136 |
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| 137 | void Weapon::setState(int state) {
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| 138 | this->myState = state;
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| 139 | this->enteredState = true;
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| 140 | this->myStateTime = 0;
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| 141 | }
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| 142 |
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| 143 | void Weapon::setWeaponType(int type)
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| 144 | {
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| 145 | this->weaponType = type;
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| 146 | }
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| 147 |
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| 148 | int Weapon::getWeaponType()
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| 149 | {
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| 150 | return this->weaponType;
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| 151 | }
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| 152 |
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| 153 | void Weapon::setFireAt(Vector _fireAt)
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| 154 | {
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| 155 | this->vFireAt = _fireAt;
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| 156 | }
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| 157 |
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| 158 | void Weapon::calcWorldMatrix(D3DXMATRIX &pMatWorld)
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| 159 | {
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| 160 | D3DXVECTOR4 temp;
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| 161 | this->vRealFireAt = this->vRealFireAt + (this->vFireAt-this->vRealFireAt)*this->Cweapon*this->myScene->getDeltaTime();
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| 162 |
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| 163 | D3DXVec4Transform(&temp, &this->leftPos, &pMatWorld);
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| 164 | Vector left(temp.x, temp.y, temp.z);
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| 165 | this->orientWeaponTo(*this->leftWeapon, left);
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| 166 |
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| 167 | D3DXVec4Transform(&temp, &this->rightPos, &pMatWorld);
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| 168 | Vector right(temp.x, temp.y, temp.z);
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| 169 | this->orientWeaponTo(*this->rightWeapon, right);
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| 170 |
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| 171 | this->getAbsoluteVector(this->absMinAABBox, this->minAABBox);
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| 172 | this->getAbsoluteVector(this->absMaxAABBox, this->maxAABBox);
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| 173 | this->getAbsoluteVector(this->myAbsPos, Vector(0, 0, 0));
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| 174 | }
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| 175 |
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| 176 | void Weapon::orientWeaponTo(Object3d &obj, Vector &origin)
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| 177 | {
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| 178 | //LookAtMatrix aufstellen
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| 179 | D3DXMATRIXA16 wMat;
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| 180 | D3DXMatrixTranslation(&wMat, origin.x, origin.y, origin.z);
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| 181 |
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| 182 | //rotationsmatrix berechnen
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| 183 | //Alpha
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| 184 | Vector diffXZ;
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| 185 | Vector diffYZ;
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| 186 | Vector dirZ(0, 0, 1);
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| 187 | Vector diff(this->vRealFireAt.x-origin.x, this->vRealFireAt.y-origin.y, this->vRealFireAt.z-origin.z);
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| 188 | diff.normalize();
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| 189 | diffXZ = diff;
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| 190 | diffYZ = diff;
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| 191 |
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| 192 | //Alpha
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| 193 | diff.y = 0;
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| 194 | diffYZ.normalize();
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| 195 |
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| 196 | //Beta
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| 197 | diffXZ.y = 0;
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| 198 | diffXZ.normalize();
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| 199 |
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| 200 | float a = (diffYZ.y!=0) ? -acos(diffYZ.dotProd(diff))*diffYZ.y/abs(diffYZ.y): -acos(diffYZ.dotProd(diff));
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| 201 | //a+=D3DX_PI/2;
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| 202 | float b = (diffXZ.x!=0) ? acos(diffXZ.dotProd(dirZ))*diffXZ.x/abs(diffXZ.x) : acos(diffXZ.dotProd(dirZ));
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| 203 | float g = 0;
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| 204 |
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| 205 | D3DXQUATERNION quat;
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| 206 | D3DXMATRIXA16 rotMat;
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| 207 | D3DXQuaternionIdentity(&quat);
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| 208 | D3DXQuaternionRotationYawPitchRoll(&quat, b, a, g);
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| 209 | D3DXMatrixRotationQuaternion(&rotMat, &quat);
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| 210 |
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| 211 | D3DXMatrixMultiply(&wMat, &rotMat, &wMat);
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| 212 |
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| 213 | obj.setWorldMatrix(wMat);
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| 214 | }
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| 215 |
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| 216 | void Weapon::setSoftKill(bool _softKill, float _duration) {
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| 217 | this->setTimeToLive(_duration);
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| 218 | Node::setSoftKill(_softKill, _duration);
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| 219 | this->leftWeapon->setTimeToLive(_duration);
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| 220 | this->leftWeapon->setSoftKill(_softKill, _duration);
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| 221 | this->rightWeapon->setTimeToLive(_duration);
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| 222 | this->rightWeapon->setSoftKill(_softKill, _duration);
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| 223 | } |
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