/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabien Vultier * Co-authors: * ... * */ /** @file IceGun.cc @brief Implementation of the IceGun class. */ #include "IceGun.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/pawns/Pawn.h" #include "weapons/projectiles/IceGunProjectile.h" namespace orxonox { RegisterClass(IceGun); IceGun::IceGun(Context* context) : WeaponMode(context) { RegisterObject(IceGun); this->reloadTime_ = 1.0f; this->damage_ = 0.0f; this->speed_ = 750.0f; this->setFreezeTime(3.0); this->setFreezeFactor(0.5); this->setMunitionName("LaserMunition"); this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); } IceGun::~IceGun() { } /** @brief XMLPort for the IceGun. You can define how often the projectiles split, how many childs should be created per split, the spread and the time between two splits. */ void IceGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(IceGun, XMLPort, xmlelement, mode); XMLPortParam(IceGun, "freezetime", setFreezeTime, getFreezeTime, xmlelement, mode); XMLPortParam(IceGun, "freezefactor", setFreezeFactor, getFreezeFactor, xmlelement, mode); } /** @brief Fires the weapon. Creates a projectile and fires it. */ void IceGun::fire() { IceGunProjectile* projectile = new IceGunProjectile(this->getContext()); this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(this->getMuzzleDirection() * this->speed_); // Pass important information to the projectile: Freeze time and freeze factor projectile->setFreezeTime(getFreezeTime()); projectile->setFreezeFactor(getFreezeFactor()); projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); projectile->setHealthDamage(this->getHealthDamage()); } }