1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Hagen Seifert |
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24 | * Co-authors: |
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25 | * simonmie |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file HsW01.h |
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31 | @brief Implementation of the HsW01 class. |
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32 | */ |
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33 | |
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34 | #include "HsW01.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/XMLPort.h" |
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38 | #include "core/command/Executor.h" |
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39 | |
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40 | #include "graphics/Model.h" |
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41 | #include "weaponsystem/Weapon.h" |
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42 | #include "weaponsystem/WeaponPack.h" |
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43 | #include "weaponsystem/WeaponSystem.h" |
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44 | #include "worldentities/WorldEntity.h" |
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45 | #include "worldentities/pawns/Pawn.h" |
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46 | |
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47 | #include "weapons/projectiles/Projectile.h" |
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48 | #include "weapons/MuzzleFlash.h" |
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49 | |
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50 | namespace orxonox |
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51 | { |
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52 | RegisterClass(HsW01); |
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53 | |
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54 | HsW01::HsW01(Context* context) : WeaponMode(context) |
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55 | { |
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56 | RegisterObject(HsW01); |
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57 | |
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58 | this->reloadTime_ = 0.25f; |
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59 | this->damage_ = 0.0f; //default 15 |
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60 | this->speed_ = 750.0f; |
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61 | this->delay_ = 0.0f; |
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62 | this->setMunitionName("LaserMunition"); |
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63 | this->mesh_ = "laserbeam.mesh"; |
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64 | this->sound_ = "sounds/Weapon_HsW01.ogg"; |
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65 | |
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66 | |
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67 | this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&HsW01::shot, this))); |
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68 | this->delayTimer_.stopTimer(); |
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69 | |
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70 | this->setDefaultSound(this->sound_); |
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71 | } |
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72 | |
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73 | HsW01::~HsW01() |
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74 | { |
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75 | } |
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76 | |
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77 | void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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78 | { |
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79 | SUPER(HsW01, XMLPort, xmlelement, mode); |
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80 | |
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81 | XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode); |
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82 | XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode); |
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83 | XMLPortParam(HsW01, "projectileMesh", setMesh, getMesh, xmlelement, mode); |
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84 | XMLPortParam(HsW01, "sound", setSound, getSound, xmlelement, mode); |
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85 | } |
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86 | |
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87 | /** |
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88 | @brief |
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89 | Set the firing delay. |
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90 | @param delay |
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91 | The firing delay in seconds. |
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92 | */ |
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93 | void HsW01::setDelay(float delay) |
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94 | { |
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95 | this->delay_ = delay; |
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96 | this->delayTimer_.setInterval(this->delay_); |
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97 | } |
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98 | |
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99 | void HsW01::fire() |
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100 | { |
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101 | this->delayTimer_.startTimer(); |
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102 | } |
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103 | |
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104 | /** |
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105 | @brief |
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106 | Fires the weapon. Creates a projectile and fires it. |
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107 | */ |
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108 | void HsW01::shot() |
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109 | { |
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110 | assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); |
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111 | |
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112 | // Create the projectile. |
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113 | Projectile* projectile = new Projectile(this->getContext()); |
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114 | Model* model = new Model(projectile->getContext()); |
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115 | model->setMeshSource(mesh_); |
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116 | model->setCastShadows(false); |
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117 | projectile->attach(model); |
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118 | model->setScale(5); |
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119 | |
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120 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); |
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121 | projectile->setOrientation(this->getMuzzleOrientation()); |
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122 | projectile->setPosition(this->getMuzzlePosition()); |
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123 | projectile->setVelocity(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getVelocity() + this->getMuzzleDirection() * this->speed_); |
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124 | |
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125 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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126 | projectile->setDamage(this->getDamage()); |
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127 | projectile->setShieldDamage(this->getShieldDamage()); |
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128 | projectile->setHealthDamage(this->getHealthDamage()); |
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129 | |
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130 | // Display the muzzle flash. |
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131 | this->HsW01::muzzleflash(); |
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132 | } |
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133 | |
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134 | /** |
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135 | @brief |
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136 | Displays the muzzle flash. |
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137 | */ |
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138 | void HsW01::muzzleflash() |
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139 | { |
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140 | MuzzleFlash *muzzleFlash = new MuzzleFlash(this->getContext()); |
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141 | this->getWeapon()->attach(muzzleFlash); |
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142 | muzzleFlash->setPosition(this->getMuzzleOffset()); |
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143 | muzzleFlash->setMaterial(this->material_); |
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144 | } |
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145 | } |
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