| 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 |  *      Viviane Yang | 
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| 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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| 53 |  | 
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| 54 |  | 
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| 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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| 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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| 76 |  | 
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| 77 |         projectile->setOrientation(player->getOrientation()); | 
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| 78 |         projectile->setPosition(player->getPosition()); | 
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| 79 |  | 
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| 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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| 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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