/* * 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: * Reto Grieder * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "BarrelGun.h" #include #include #include #include #include "util/Math.h" #include "Bullet.h" #include "BulletManager.h" #include "AmmunitionDump.h" #include "BaseWeapon.h" #include "core/CoreIncludes.h" namespace orxonox { CreateFactory(BarrelGun); BarrelGun::BarrelGun() { RegisterObject(BarrelGun); primaryFirePower_ = 100; secondaryFirePower_ = 500; primaryFiringRate_ = 1.0/7.0; secondaryFiringRate_ = 1.0/2.0; primaryBulletSpeed_ = 800; secondaryBulletSpeed_ = 500; magazineSize_ = 25; } BarrelGun::~BarrelGun() { } void BarrelGun::primaryFire() { if (leftAmmo_ < 1) { currentState_ = IDLE; return; } Ogre::SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( getNode()->getWorldPosition(), getNode()->getWorldOrientation()); Ogre::Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" + Ogre::StringConverter::toString(bulletCounter_++), "Barrel.mesh"); Vector3 speed = (temp->getOrientation() * Vector3(1, 0, 0)) .normalisedCopy() * primaryBulletSpeed_; speed += getVelocity(); temp->setScale(Vector3(1, 1, 1) * 1.5); temp->roll(Degree(90)); Bullet* bullet = new Bullet(); bullet->setNode(temp); bullet->attachObject(bulletEntity); bullet->setVelocity(speed); bulletManager_->addBullet(bullet); --leftAmmo_; } void BarrelGun::primaryFiring(float time) { if (time > primaryFiringRate_) { currentState_ = IDLE; } } void BarrelGun::secondaryFire() { if (leftAmmo_ < 5) { currentState_ = IDLE; return; } Ogre::SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( getNode()->getWorldPosition(), getNode()->getWorldOrientation()); Ogre::Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" + Ogre::StringConverter::toString(bulletCounter_++), "Barrel.mesh"); Vector3 speed = (temp->getOrientation() * Vector3(1, 0, 0)) .normalisedCopy() * secondaryBulletSpeed_*0.5; speed += getVelocity(); temp->setScale(Vector3(1, 1, 1) * 3); temp->roll(Degree(90)); Bullet* bullet = new Bullet(); bullet->setNode(temp); bullet->attachObject(bulletEntity); bullet->setVelocity(speed); bulletManager_->addBullet(bullet); leftAmmo_ -= 5; } void BarrelGun::secondaryFiring(float time) { if (time > secondaryFiringRate_) currentState_ = IDLE; } }