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source: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc @ 10592

Last change on this file since 10592 was 10592, checked in by fvultier, 5 years ago

New Weapon for the towerDefense minigame: The SplitGun, a weapon that shoots one projectile that splits up into multiple projectiles after a specified time, these new projectiles may split up again… The weapon may be used by any Oxonox Spaceship.

File size: 3.6 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 *      Joel Smely
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29/**
30    @file SplitGun.h
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 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        projectile->setNumberOfSplits(getNumberOfSplits());
98        projectile->setNumberOfChilds(getNumberOfChilds());
99        projectile->setSplitTime(getSplitTime());
100        projectile->setSpread(getSpread());
101
102        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
103        projectile->setDamage(this->getDamage());
104        projectile->setShieldDamage(this->getShieldDamage());
105        projectile->setHealthDamage(this->getHealthDamage());
106    }
107}
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