| 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 | * Fabien Vultier |
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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 FlameGun.cc |
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| 31 | @brief Implementation of the FlameGun class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "FlameGun.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 "weaponsystem/Weapon.h" |
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| 39 | #include "weaponsystem/WeaponPack.h" |
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| 40 | #include "weaponsystem/WeaponSystem.h" |
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| 41 | #include "worldentities/pawns/Pawn.h" |
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| 42 | |
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| 43 | #include "weapons/projectiles/FlameGunProjectile.h" |
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| 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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| 47 | RegisterClass(FlameGun); |
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| 48 | |
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| 49 | const int FlameGun::PROJECTILES_PER_FIRE = 3; |
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| 50 | |
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| 51 | FlameGun::FlameGun(Context* context) : WeaponMode(context) |
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| 52 | { |
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| 53 | RegisterObject(FlameGun); |
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| 54 | |
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| 55 | this->reloadTime_ = 0.1f; |
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| 56 | this->damage_ = 0.0f; |
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| 57 | this->speed_ = 550.0f; |
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| 58 | this->lifetime_ = 1.0; |
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| 59 | this->sideAcceleration_ = 2000.0; |
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| 60 | |
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| 61 | this->setMunitionName("FlameMunition"); |
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| 62 | this->setFireSound("sounds/Weapon_FlameGun.ogg"); |
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| 63 | |
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| 64 | hudImageString_ = "Orxonox/WSHUD_WM_FlameGun"; |
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| 65 | } |
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| 66 | |
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| 67 | FlameGun::~FlameGun() |
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| 68 | { |
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| 69 | } |
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| 70 | |
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| 71 | /** |
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| 72 | @brief |
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| 73 | XMLPort for the FlameGun. You can define how often the projectiles Flame, how many childs should be created per Flame, the spread and the time between two Flames. |
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| 74 | */ |
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| 75 | void FlameGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 76 | { |
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| 77 | SUPER(FlameGun, XMLPort, xmlelement, mode); |
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| 78 | |
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| 79 | XMLPortParam(FlameGun, "Lifetime", setLifetime, getLifetime, xmlelement, mode); |
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| 80 | } |
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| 81 | |
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| 82 | /** |
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| 83 | @brief |
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| 84 | Fires the weapon. Creates a projectile and fires it. |
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| 85 | */ |
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| 86 | void FlameGun::fire() |
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| 87 | { |
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| 88 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); |
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| 89 | |
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| 90 | Vector3 muzzleDirection = this->getMuzzleDirection(); |
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| 91 | Vector3 directionOffset = muzzleDirection.perpendicular(); |
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| 92 | directionOffset.normalise(); |
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| 93 | Degree angle = Degree(rnd(0,360)); |
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| 94 | directionOffset = Quaternion(angle, muzzleDirection.normalisedCopy()) * directionOffset; |
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| 95 | directionOffset.normalise(); |
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| 96 | |
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| 97 | FlameGunProjectile* projectile = new FlameGunProjectile(this->getContext()); |
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| 98 | |
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| 99 | projectile->setOrientation(this->getMuzzleOrientation()); |
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| 100 | projectile->setPosition(this->getMuzzlePosition()); |
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| 101 | projectile->setVelocity(muzzleDirection * this->speed_); |
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| 102 | |
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| 103 | projectile->setLifetime(getLifetime()); |
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| 104 | |
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| 105 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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| 106 | projectile->setDamage(this->getDamage()); |
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| 107 | projectile->setShieldDamage(this->getShieldDamage()); |
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| 108 | projectile->setHealthDamage(this->getHealthDamage()); |
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| 109 | |
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| 110 | angle = Degree(360.0/PROJECTILES_PER_FIRE); |
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| 111 | |
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| 112 | for (int i = 0; i < PROJECTILES_PER_FIRE; ++i) |
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| 113 | { |
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| 114 | FlameGunProjectile* projectile = new FlameGunProjectile(this->getContext()); |
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| 115 | |
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| 116 | projectile->setOrientation(this->getMuzzleOrientation()); |
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| 117 | projectile->setPosition(this->getMuzzlePosition()); |
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| 118 | projectile->setVelocity(muzzleDirection * this->speed_); |
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| 119 | projectile->setAcceleration(directionOffset*sideAcceleration_); |
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| 120 | |
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| 121 | projectile->setLifetime(getLifetime()); |
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| 122 | |
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| 123 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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| 124 | projectile->setDamage(this->getDamage()); |
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| 125 | projectile->setShieldDamage(this->getShieldDamage()); |
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| 126 | projectile->setHealthDamage(this->getHealthDamage()); |
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| 127 | |
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| 128 | directionOffset = Quaternion(angle, muzzleDirection.normalisedCopy()) * directionOffset; |
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| 129 | directionOffset.normalise(); |
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| 130 | } |
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| 131 | |
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| 132 | |
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| 133 | |
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| 134 | |
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| 135 | } |
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| 136 | } |
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