| 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 | *      Hagen Seifert | 
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| 24 | *   Co-authors: | 
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| 25 | *      simonmie | 
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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 HsW01.h | 
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| 31 | @brief Implementation of the HsW01 class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "HsW01.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 | #include "core/command/Executor.h" | 
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| 39 |  | 
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| 40 | #include "graphics/Model.h" | 
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| 41 | #include "weaponsystem/Weapon.h" | 
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| 42 | #include "weaponsystem/WeaponPack.h" | 
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| 43 | #include "weaponsystem/WeaponSystem.h" | 
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| 44 | #include "worldentities/WorldEntity.h" | 
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| 45 | #include "worldentities/pawns/Pawn.h" | 
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| 46 |  | 
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| 47 | #include "weapons/projectiles/Projectile.h" | 
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| 48 | #include "weapons/MuzzleFlash.h" | 
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| 49 |  | 
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| 50 | namespace orxonox | 
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| 51 | { | 
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| 52 | RegisterClass(HsW01); | 
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| 53 |  | 
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| 54 | HsW01::HsW01(Context* context) : WeaponMode(context) | 
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| 55 | { | 
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| 56 | RegisterObject(HsW01); | 
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| 57 |  | 
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| 58 | this->reloadTime_ = 0.25f; | 
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| 59 | this->damage_ = 0.0f; //default 15 | 
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| 60 | this->speed_ = 2500.0f; | 
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| 61 | this->delay_ = 0.0f; | 
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| 62 | this->setMunitionName("LaserMunition"); | 
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| 63 | this->mesh_ = "laserbeam.mesh"; | 
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| 64 | this->sound_ = "sounds/Weapon_HsW01.ogg"; | 
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| 65 |  | 
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| 66 |  | 
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| 67 | this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&HsW01::shot, this))); | 
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| 68 | this->delayTimer_.stopTimer(); | 
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| 69 |  | 
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| 70 | this->setDefaultSound(this->sound_); | 
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| 71 | } | 
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| 72 |  | 
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| 73 | HsW01::~HsW01() | 
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| 74 | { | 
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| 75 | } | 
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| 76 |  | 
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| 77 | void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 78 | { | 
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| 79 | SUPER(HsW01, XMLPort, xmlelement, mode); | 
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| 80 |  | 
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| 81 | XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode); | 
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| 82 | XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode); | 
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| 83 | XMLPortParam(HsW01, "projectileMesh", setMesh, getMesh, xmlelement, mode); | 
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| 84 | XMLPortParam(HsW01, "sound", setSound, getSound, xmlelement, mode); | 
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| 85 | } | 
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| 86 |  | 
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| 87 | /** | 
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| 88 | @brief | 
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| 89 | Set the firing delay. | 
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| 90 | @param delay | 
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| 91 | The firing delay in seconds. | 
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| 92 | */ | 
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| 93 | void HsW01::setDelay(float delay) | 
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| 94 | { | 
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| 95 | this->delay_ = delay; | 
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| 96 | this->delayTimer_.setInterval(this->delay_); | 
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| 97 | } | 
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| 98 |  | 
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| 99 | void HsW01::fire() | 
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| 100 | { | 
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| 101 | this->delayTimer_.startTimer(); | 
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| 102 | } | 
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| 103 |  | 
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| 104 | /** | 
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| 105 | @brief | 
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| 106 | Fires the weapon. Creates a projectile and fires it. | 
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| 107 | */ | 
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| 108 | void HsW01::shot() | 
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| 109 | { | 
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| 110 | assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); | 
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| 111 |  | 
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| 112 | // Create the projectile. | 
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| 113 | Projectile* projectile = new Projectile(this->getContext()); | 
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| 114 | Model* model = new Model(projectile->getContext()); | 
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| 115 | model->setMeshSource(mesh_); | 
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| 116 | model->setCastShadows(false); | 
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| 117 | projectile->attach(model); | 
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| 118 | model->setScale(5); | 
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| 119 |  | 
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| 120 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); | 
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| 121 | projectile->setOrientation(this->getMuzzleOrientation()); | 
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| 122 | projectile->setPosition(this->getMuzzlePosition()); | 
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| 123 | projectile->setVelocity(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getVelocity() + this->getMuzzleDirection() * this->speed_); | 
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| 124 |  | 
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| 125 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); | 
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| 126 | projectile->setDamage(this->getDamage()); | 
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| 127 | projectile->setShieldDamage(this->getShieldDamage()); | 
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| 128 | projectile->setHealthDamage(this->getHealthDamage()); | 
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| 129 |  | 
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| 130 | // Display the muzzle flash. | 
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| 131 | this->HsW01::muzzleflash(); | 
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| 132 | } | 
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| 133 |  | 
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| 134 | /** | 
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| 135 | @brief | 
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| 136 | Displays the muzzle flash. | 
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| 137 | */ | 
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| 138 | void HsW01::muzzleflash() | 
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| 139 | { | 
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| 140 | MuzzleFlash *muzzleFlash = new MuzzleFlash(this->getContext()); | 
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| 141 | this->getWeapon()->attach(muzzleFlash); | 
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| 142 | muzzleFlash->setPosition(this->getMuzzleOffset()); | 
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| 143 | muzzleFlash->setMaterial(this->material_); | 
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| 144 | } | 
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| 145 | } | 
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