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source: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc @ 10608

Last change on this file since 10608 was 10606, checked in by fvultier, 9 years ago

The most expensive tower fires now a new weapon: The Ice gun; a weapon that slows down a hit SpaceShip. This weapon may be used outside the tower defense minigame.

File size: 3.7 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 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file SplitGun.cc
31    @brief Implementation of the SplitGun class.
32*/
33
34#include "SplitGun.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"   
38#include "weaponsystem/Weapon.h"
39#include "weaponsystem/WeaponPack.h"
40#include "weaponsystem/WeaponSystem.h"
41#include "worldentities/pawns/Pawn.h"
42
43#include "weapons/projectiles/SplitGunProjectile.h"
44
45namespace orxonox
46{
47    RegisterClass(SplitGun);
48
49    SplitGun::SplitGun(Context* context) : WeaponMode(context)
50    {
51        RegisterObject(SplitGun);
52
53        this->reloadTime_ = 1.0f;
54        this->damage_ = 0.0f;
55        this->speed_ = 750.0f;
56        this->numberOfSplits_ = 2;
57        this->numberOfChilds_ = 3;
58        this->splitTime_ = 0.3;
59        this->spread_ = 0.1;
60
61        this->setMunitionName("LaserMunition");
62        this->setDefaultSound("sounds/Weapon_LightningGun.ogg");
63    }
64
65    SplitGun::~SplitGun()
66    {
67    }
68
69    /**
70    @brief
71        XMLPort for the SplitGun. You can define how often the projectiles split, how many childs should be created per split, the spread and the time between two splits.
72    */
73    void SplitGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
74    {
75        SUPER(SplitGun, XMLPort, xmlelement, mode);
76
77        XMLPortParam(SplitGun, "numberofsplits", setNumberOfSplits, getNumberOfSplits, xmlelement, mode);
78        XMLPortParam(SplitGun, "numberofchilds", setNumberOfChilds, getNumberOfChilds, xmlelement, mode);
79        XMLPortParam(SplitGun, "splittime", setSplitTime, getSplitTime, xmlelement, mode);
80        XMLPortParam(SplitGun, "spread", setSpread, getSpread, xmlelement, mode);
81    }
82
83    /**
84    @brief
85        Fires the weapon. Creates a projectile and fires it.
86    */
87    void SplitGun::fire()
88    {
89        SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());
90        projectile->setMaterial("Flares/energyflare");
91
92        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
93        projectile->setOrientation(this->getMuzzleOrientation());
94        projectile->setPosition(this->getMuzzlePosition());
95        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
96
97        // Pass important information to the projectile: Number of splits, Number of childs, split time, spread
98        projectile->setNumberOfSplits(getNumberOfSplits());
99        projectile->setNumberOfChilds(getNumberOfChilds());
100        projectile->setSplitTime(getSplitTime());
101        projectile->setSpread(getSpread());
102
103        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
104        projectile->setDamage(this->getDamage());
105        projectile->setShieldDamage(this->getShieldDamage());
106        projectile->setHealthDamage(this->getHealthDamage());
107    }
108}
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