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source: code/branches/presentationFS15merge/src/modules/weapons/weaponmodes/HsW01.cc @ 10610

Last change on this file since 10610 was 10296, checked in by landauf, 9 years ago

don't add the pawn's velocity to the projectile's velocity. this makes no sense if the pawn's velocity is perpendicular to the projectile's velocity (e.g. for side turrets or when the pawn is 'strafing'). if at all, only the part of the pawn's velocity which has the same direction like the projectile should be considered. but this still makes projectiles unpredictable because they have changing speed. so better don't do it at all.

  • Property svn:eol-style set to native
File size: 4.4 KB
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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 *      Hagen Seifert
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29/**
30    @file HsW01.h
31    @brief Implementation of the HsW01 class.
32*/
33
34#include "HsW01.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "core/command/Executor.h"
39
40#include "graphics/Model.h"
41#include "weaponsystem/Weapon.h"
42#include "weaponsystem/WeaponPack.h"
43#include "weaponsystem/WeaponSystem.h"
44#include "worldentities/WorldEntity.h"
45#include "worldentities/pawns/Pawn.h"
46
47#include "weapons/projectiles/Projectile.h"
48#include "weapons/MuzzleFlash.h"
49
50namespace orxonox
51{
52    RegisterClass(HsW01);
53
54    HsW01::HsW01(Context* context) : WeaponMode(context)
55    {
56        RegisterObject(HsW01);
57
58        this->reloadTime_ = 0.25f;
59        this->damage_ = 0.0f; //default 15
60        this->speed_ = 750.0f;
61        this->delay_ = 0.0f;
62        this->setMunitionName("LaserMunition");
63        this->mesh_ = "laserbeam.mesh";
64        this->sound_ = "sounds/Weapon_HsW01.ogg";
65
66
67        this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&HsW01::shot, this)));
68        this->delayTimer_.stopTimer();
69
70        this->setDefaultSound(this->sound_);
71    }
72
73    HsW01::~HsW01()
74    {
75    }
76
77    void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode)
78    {
79        SUPER(HsW01, XMLPort, xmlelement, mode);
80
81        XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode);
82        XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode);
83        XMLPortParam(HsW01, "projectileMesh", setMesh, getMesh, xmlelement, mode);
84        XMLPortParam(HsW01, "sound", setSound, getSound, xmlelement, mode);
85    }
86
87    /**
88    @brief
89        Set the firing delay.
90    @param delay
91        The firing delay in seconds.
92    */
93    void HsW01::setDelay(float delay)
94    {
95        this->delay_ = delay;
96        this->delayTimer_.setInterval(this->delay_);
97    }
98
99    void HsW01::fire()
100    {
101        this->delayTimer_.startTimer();
102    }
103
104    /**
105    @brief
106        Fires the weapon. Creates a projectile and fires it.
107    */
108    void HsW01::shot()
109    {
110        assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() );
111
112        // Create the projectile.
113        Projectile* projectile = new Projectile(this->getContext());
114        Model* model = new Model(projectile->getContext());
115        model->setMeshSource(mesh_);
116        model->setCastShadows(false);
117        projectile->attach(model);
118        model->setScale(5);
119
120        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
121        projectile->setOrientation(this->getMuzzleOrientation());
122        projectile->setPosition(this->getMuzzlePosition());
123        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
124
125        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
126        projectile->setDamage(this->getDamage());
127        projectile->setShieldDamage(this->getShieldDamage());
128        projectile->setHealthDamage(this->getHealthDamage());
129
130        // Display the muzzle flash.
131        this->HsW01::muzzleflash();
132    }
133
134    /**
135    @brief
136        Displays the muzzle flash.
137    */
138    void HsW01::muzzleflash()
139    {
140        MuzzleFlash *muzzleFlash = new MuzzleFlash(this->getContext());
141        this->getWeapon()->attach(muzzleFlash);
142        muzzleFlash->setPosition(this->getMuzzleOffset());
143        muzzleFlash->setMaterial(this->material_);
144    }
145}
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