/* * 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: * Fabien Vultier * Co-authors: * ... * */ /** @file FlameGun.cc @brief Implementation of the FlameGun class. */ #include "FlameGun.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/pawns/Pawn.h" #include "weapons/projectiles/FlameGunProjectile.h" namespace orxonox { RegisterClass(FlameGun); const int FlameGun::PROJECTILES_PER_FIRE = 3; FlameGun::FlameGun(Context* context) : WeaponMode(context) { RegisterObject(FlameGun); this->reloadTime_ = 0.1f; this->damage_ = 0.0f; this->speed_ = 550.0f; this->lifetime_ = 1.0; this->sideAcceleration_ = 2000.0; this->setMunitionName("FlameMunition"); this->setFireSound("sounds/Weapon_FlameGun.ogg"); hudImageString_ = "Orxonox/WSHUD_WM_FlameGun"; } FlameGun::~FlameGun() { } /** @brief 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. */ void FlameGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(FlameGun, XMLPort, xmlelement, mode); XMLPortParam(FlameGun, "Lifetime", setLifetime, getLifetime, xmlelement, mode); } /** @brief Fires the weapon. Creates a projectile and fires it. */ void FlameGun::fire() { this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); Vector3 muzzleDirection = this->getMuzzleDirection(); Vector3 directionOffset = muzzleDirection.perpendicular(); directionOffset.normalise(); Degree angle = Degree(rnd(0,360)); directionOffset = Quaternion(angle, muzzleDirection.normalisedCopy()) * directionOffset; directionOffset.normalise(); FlameGunProjectile* projectile = new FlameGunProjectile(this->getContext()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(muzzleDirection * this->speed_); projectile->setLifetime(getLifetime()); projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); projectile->setHealthDamage(this->getHealthDamage()); angle = Degree(360.0/PROJECTILES_PER_FIRE); for (int i = 0; i < PROJECTILES_PER_FIRE; ++i) { FlameGunProjectile* projectile = new FlameGunProjectile(this->getContext()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(muzzleDirection * this->speed_); projectile->setAcceleration(directionOffset*sideAcceleration_); projectile->setLifetime(getLifetime()); projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); projectile->setHealthDamage(this->getHealthDamage()); directionOffset = Quaternion(angle, muzzleDirection.normalisedCopy()) * directionOffset; directionOffset.normalise(); } } }