| [267] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * |
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| 4 | * |
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| 5 | * License notice: |
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| 6 | * |
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| 7 | * This program is free software: you can redistribute it and/or modify |
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| 8 | * it under the terms of the GNU General Public License as published by |
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| 9 | * the Free Software Foundation, either version 3 of the License, or |
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| 10 | * (at your option) any later version. |
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| 11 | * |
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| 12 | * This program is distributed in the hope that it will be useful, |
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| 13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | * GNU General Public License for more details. |
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| 16 | * |
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| 17 | * You should have received a copy of the GNU General Public License |
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| 18 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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| 19 | * |
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| 20 | * |
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| 21 | * Author: |
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| 22 | * Reto Grieder |
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| 23 | * Co-authors: |
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| 24 | * ... |
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| 25 | * |
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| 26 | */ |
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| 27 | |
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| 28 | #include "OgreMath.h" |
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| 29 | #include "OgreVector3.h" |
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| 30 | #include "OgreStringConverter.h" |
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| 31 | #include "OgreSceneNode.h" |
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| 32 | #include "OgreEntity.h" |
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| 33 | #include "OgreSceneManager.h" |
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| 34 | |
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| [341] | 35 | #include "orxonox/inertial_node.h" |
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| 36 | |
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| [267] | 37 | #include "bullet.h" |
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| 38 | #include "bullet_manager.h" |
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| 39 | #include "ammunition_dump.h" |
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| 40 | #include "base_weapon.h" |
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| 41 | |
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| 42 | #include "barrel_gun.h" |
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| 43 | |
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| 44 | |
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| 45 | namespace orxonox { |
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| 46 | namespace weapon { |
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| 47 | using namespace Ogre; |
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| 48 | |
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| 49 | BarrelGun::BarrelGun(InertialNode *node, AmmunitionDump *ammoDump) |
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| 50 | : BaseWeapon(node, ammoDump) |
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| 51 | { |
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| 52 | name_ = "Barrel Gun"; |
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| 53 | primaryFirePower_ = 100; |
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| 54 | secondaryFirePower_ = 500; |
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| 55 | primaryFiringRate_ = 10; |
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| 56 | secondaryFiringRate_ = 2; |
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| 57 | primaryBulletSpeed_ = 1000; |
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| 58 | secondaryBulletSpeed_ = 500; |
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| 59 | magazineSize_ = 25; |
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| 60 | } |
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| 61 | |
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| 62 | |
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| 63 | BarrelGun::~BarrelGun() |
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| 64 | { |
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| 65 | } |
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| 66 | |
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| 67 | |
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| 68 | void BarrelGun::primaryFire() |
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| 69 | { |
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| 70 | if (leftAmmo_ < 1) |
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| 71 | { |
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| 72 | currentState_ = IDLE; |
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| 73 | return; |
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| 74 | } |
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| 75 | |
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| 76 | SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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| 77 | node_->getSceneNode()->getWorldPosition(), |
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| 78 | node_->getSceneNode()->getWorldOrientation()); |
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| 79 | |
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| 80 | Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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| 81 | + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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| 82 | |
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| 83 | Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) |
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| 84 | .normalisedCopy() * primaryBulletSpeed_; |
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| 85 | speed += node_->getWorldSpeed(); |
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| 86 | |
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| 87 | temp->setScale(Vector3(1, 1, 1) * 4); |
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| 88 | temp->yaw(Degree(-90)); |
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| 89 | |
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| 90 | bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); |
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| 91 | |
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| 92 | --leftAmmo_; |
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| 93 | } |
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| 94 | |
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| 95 | |
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| 96 | void BarrelGun::primaryFiring(unsigned int time) |
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| 97 | { |
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| [289] | 98 | if (time > (unsigned int)1000/primaryFiringRate_) |
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| [267] | 99 | { |
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| 100 | currentState_ = IDLE; |
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| 101 | } |
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| 102 | } |
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| 103 | |
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| 104 | |
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| 105 | |
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| 106 | void BarrelGun::secondaryFire() |
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| 107 | { |
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| 108 | if (leftAmmo_ < 5) |
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| 109 | { |
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| 110 | currentState_ = IDLE; |
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| 111 | return; |
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| 112 | } |
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| 113 | |
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| 114 | SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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| 115 | node_->getSceneNode()->getWorldPosition(), |
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| 116 | node_->getSceneNode()->getWorldOrientation()); |
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| 117 | |
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| 118 | Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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| 119 | + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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| 120 | |
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| 121 | Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) |
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| 122 | .normalisedCopy() * secondaryBulletSpeed_*0.5; |
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| 123 | speed += node_->getWorldSpeed(); |
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| 124 | |
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| 125 | temp->setScale(Vector3(1, 1, 1) * 10); |
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| 126 | temp->yaw(Degree(-90)); |
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| 127 | |
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| 128 | bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); |
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| 129 | |
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| 130 | leftAmmo_ -= 5; |
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| 131 | } |
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| 132 | |
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| 133 | |
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| 134 | void BarrelGun::secondaryFiring(unsigned int time) |
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| 135 | { |
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| [289] | 136 | if (time > (unsigned int)1000/secondaryFiringRate_) |
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| [267] | 137 | currentState_ = IDLE; |
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| 138 | } |
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| 139 | |
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| 140 | } |
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| 141 | } |
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