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source: code/branches/network/src/orxonox/objects/weapon/BarrelGun.cc @ 1494

Last change on this file since 1494 was 1494, checked in by rgrieder, 16 years ago
  • set the svn:eol-style property to all files so, that where ever you check out, you'll get the right line endings (had to change every file with mixed endings to windows in order to set the property)
  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "BarrelGun.h"
31
32#include <OgreStringConverter.h>
33#include <OgreSceneNode.h>
34#include <OgreEntity.h>
35#include <OgreSceneManager.h>
36
37#include "util/Math.h"
38#include "Bullet.h"
39#include "BulletManager.h"
40#include "AmmunitionDump.h"
41#include "BaseWeapon.h"
42#include "core/CoreIncludes.h"
43
44
45namespace orxonox {
46  CreateFactory(BarrelGun);
47
48  BarrelGun::BarrelGun()
49  {
50    RegisterObject(BarrelGun);
51
52    primaryFirePower_ = 100;
53    secondaryFirePower_ = 500;
54    primaryFiringRate_ = 1.0/7.0;
55    secondaryFiringRate_ = 1.0/2.0;
56    primaryBulletSpeed_ = 800;
57    secondaryBulletSpeed_ = 500;
58    magazineSize_ = 25;
59  }
60
61
62  BarrelGun::~BarrelGun()
63  {
64  }
65
66
67  void BarrelGun::primaryFire()
68  {
69    if (leftAmmo_ < 1)
70    {
71      currentState_ = IDLE;
72      return;
73    }
74
75    Ogre::SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode(
76          getNode()->getWorldPosition(),
77          getNode()->getWorldOrientation());
78
79    Ogre::Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity"
80      + Ogre::StringConverter::toString(bulletCounter_++), "Barrel.mesh");
81
82    Vector3 speed = (temp->getOrientation() * Vector3(1, 0, 0))
83          .normalisedCopy() * primaryBulletSpeed_;
84    speed += getVelocity();
85
86          temp->setScale(Vector3(1, 1, 1) * 1.5);
87    temp->roll(Degree(90));
88
89    Bullet* bullet = new Bullet();
90    bullet->setNode(temp);
91    bullet->attachObject(bulletEntity);
92    bullet->setVelocity(speed);
93          bulletManager_->addBullet(bullet);
94
95    --leftAmmo_;
96  }
97
98
99  void BarrelGun::primaryFiring(float time)
100  {
101    if (time > primaryFiringRate_)
102    {
103      currentState_ = IDLE;
104    }
105  }
106
107
108  void BarrelGun::secondaryFire()
109  {
110    if (leftAmmo_ < 5)
111    {
112      currentState_ = IDLE;
113      return;
114    }
115
116    Ogre::SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode(
117          getNode()->getWorldPosition(),
118          getNode()->getWorldOrientation());
119
120    Ogre::Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity"
121      + Ogre::StringConverter::toString(bulletCounter_++), "Barrel.mesh");
122
123    Vector3 speed = (temp->getOrientation() * Vector3(1, 0, 0))
124          .normalisedCopy() * secondaryBulletSpeed_*0.5;
125    speed += getVelocity();
126
127          temp->setScale(Vector3(1, 1, 1) * 3);
128          temp->roll(Degree(90));
129
130    Bullet* bullet = new Bullet();
131    bullet->setNode(temp);
132    bullet->attachObject(bulletEntity);
133    bullet->setVelocity(speed);
134          bulletManager_->addBullet(bullet);
135
136
137    leftAmmo_ -= 5;
138  }
139
140
141  void BarrelGun::secondaryFiring(float time)
142  {
143    if (time > secondaryFiringRate_)
144      currentState_ = IDLE;
145  }
146
147}
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