| 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 | *      Viviane Yang | 
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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 Asteroids2DWeapon.h | 
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| 31 | @brief Implementation of the Asteroids2DWeapon class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "Asteroids2DWeapon.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 |  | 
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| 38 | #include "graphics/Model.h" | 
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| 39 | #include "weaponsystem/Weapon.h" | 
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| 40 | #include "weaponsystem/WeaponPack.h" | 
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| 41 | #include "weaponsystem/WeaponSystem.h" | 
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| 42 |  | 
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| 43 | #include "weapons/projectiles/Projectile.h" | 
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| 44 | #include "weapons/MuzzleFlash.h" | 
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| 45 |  | 
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| 46 | namespace orxonox | 
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| 47 | { | 
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| 48 | RegisterClass(Asteroids2DWeapon); | 
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| 49 |  | 
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| 50 | Asteroids2DWeapon::Asteroids2DWeapon(Context* context) : HsW01(context) | 
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| 51 | { | 
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| 52 | RegisterObject(Asteroids2DWeapon); | 
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| 53 |  | 
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| 54 |  | 
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| 55 | } | 
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| 56 |  | 
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| 57 | Asteroids2DWeapon::~Asteroids2DWeapon() | 
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| 58 | { | 
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| 59 |  | 
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| 60 | } | 
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| 61 |  | 
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| 62 | void Asteroids2DWeapon::shot() | 
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| 63 | { | 
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| 64 | assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); | 
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| 65 |  | 
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| 66 | // Create the projectile. | 
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| 67 | Projectile* projectile = new Projectile(this->getContext()); | 
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| 68 | Model* model = new Model(projectile->getContext()); | 
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| 69 | model->setMeshSource(mesh_); | 
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| 70 | model->setCastShadows(false); | 
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| 71 | projectile->attach(model); | 
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| 72 | model->setScale(5); | 
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| 73 |  | 
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| 74 | //get position and orientation of the ship to know in which direction the projectile needs to fire off | 
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| 75 | Pawn* player = this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn(); | 
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| 76 |  | 
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| 77 | projectile->setOrientation(player->getOrientation()); | 
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| 78 | projectile->setPosition(player->getPosition()); | 
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| 79 |  | 
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| 80 | //Velocity & position of the projectile must be y = 0 since the game takes place in the x-z plane | 
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| 81 | Vector3 muzzle2D = player->getOrientation()* WorldEntity::FRONT ; | 
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| 82 | muzzle2D.y = 0; | 
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| 83 | projectile->setVelocity(muzzle2D * this->speed_); | 
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| 84 |  | 
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| 85 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); | 
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| 86 | projectile->setDamage(this->getDamage()); | 
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| 87 | projectile->setShieldDamage(this->getShieldDamage()); | 
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| 88 | projectile->setHealthDamage(this->getHealthDamage()); | 
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| 89 |  | 
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| 90 | // Display the muzzle flash. | 
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| 91 | this->HsW01::muzzleflash(); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | } | 
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