| [11645] | 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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| [11660] | 23 | * Viviane Yang |
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| [11645] | 24 | * Co-authors: |
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| 25 | * -- |
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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 Asteroids2DWeapon.h |
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| 31 | @brief Implementation of the Asteroids2DWeapon class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "Asteroids2DWeapon.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | |
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| 38 | #include "graphics/Model.h" |
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| 39 | #include "weaponsystem/Weapon.h" |
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| 40 | #include "weaponsystem/WeaponPack.h" |
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| 41 | #include "weaponsystem/WeaponSystem.h" |
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| 42 | |
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| 43 | #include "weapons/projectiles/Projectile.h" |
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| 44 | #include "weapons/MuzzleFlash.h" |
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| 45 | |
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| 46 | namespace orxonox |
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| 47 | { |
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| 48 | RegisterClass(Asteroids2DWeapon); |
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| 49 | |
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| 50 | Asteroids2DWeapon::Asteroids2DWeapon(Context* context) : HsW01(context) |
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| 51 | { |
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| 52 | RegisterObject(Asteroids2DWeapon); |
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| [11660] | 53 | |
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| 54 | |
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| [11645] | 55 | } |
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| 56 | |
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| 57 | Asteroids2DWeapon::~Asteroids2DWeapon() |
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| 58 | { |
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| 59 | |
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| 60 | } |
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| 61 | |
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| 62 | void Asteroids2DWeapon::shot() |
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| 63 | { |
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| 64 | assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); |
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| 65 | |
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| 66 | // Create the projectile. |
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| 67 | Projectile* projectile = new Projectile(this->getContext()); |
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| 68 | Model* model = new Model(projectile->getContext()); |
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| 69 | model->setMeshSource(mesh_); |
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| 70 | model->setCastShadows(false); |
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| 71 | projectile->attach(model); |
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| 72 | model->setScale(5); |
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| 73 | |
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| [11669] | 74 | //get position and orientation of the ship to know in which direction the projectile needs to fire off |
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| 75 | Pawn* player = this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn(); |
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| [11660] | 76 | |
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| [11669] | 77 | projectile->setOrientation(player->getOrientation()); |
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| 78 | projectile->setPosition(player->getPosition()); |
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| [11645] | 79 | |
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| [11669] | 80 | //Velocity & position of the projectile must be y = 0 since the game takes place in the x-z plane |
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| 81 | Vector3 muzzle2D = player->getOrientation()* WorldEntity::FRONT ; |
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| [11645] | 82 | muzzle2D.y = 0; |
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| 83 | projectile->setVelocity(muzzle2D * this->speed_); |
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| 84 | |
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| 85 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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| 86 | projectile->setDamage(this->getDamage()); |
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| 87 | projectile->setShieldDamage(this->getShieldDamage()); |
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| 88 | projectile->setHealthDamage(this->getHealthDamage()); |
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| 89 | |
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| 90 | // Display the muzzle flash. |
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| 91 | this->HsW01::muzzleflash(); |
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| 92 | } |
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| 93 | |
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| 94 | } |
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