| 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 |  | 
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| 23 |  *   The WagnisGun, WagnisProjectile and WagnisCursor was made to be used as a "cursor", by fireing invisible projectiles at an object. | 
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| 24 |  *   You can then monitor the Objects HP in order to know which one has been hit (=clicked). And yes, it isn't a very beautiful solution. | 
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| 25 | */ | 
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| 26 |  | 
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| 27 | #include "WagnisGun.h" | 
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| 28 |  | 
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| 29 | #include "core/CoreIncludes.h" | 
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| 30 | #include "core/XMLPort.h" | 
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| 31 | #include "core/command/Executor.h" | 
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| 32 |  | 
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| 33 | #include "graphics/Model.h" | 
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| 34 | #include "weaponsystem/Weapon.h" | 
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| 35 | #include "weaponsystem/WeaponPack.h" | 
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| 36 | #include "weaponsystem/WeaponSystem.h" | 
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| 37 | #include "worldentities/WorldEntity.h" | 
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| 38 | #include "worldentities/pawns/Pawn.h" | 
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| 39 |  | 
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| 40 | #include "weapons/projectiles/WagnisProjectile.h" | 
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| 41 | #include "weapons/MuzzleFlash.h" | 
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| 42 |  | 
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| 43 | namespace orxonox | 
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| 44 | { | 
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| 45 |     RegisterClass(WagnisGun); | 
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| 46 |  | 
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| 47 |     WagnisGun::WagnisGun(Context* context) : WeaponMode(context) | 
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| 48 |     { | 
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| 49 |         RegisterObject(WagnisGun); | 
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| 50 |  | 
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| 51 |         this->reloadTime_ = 0.5f; | 
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| 52 |         this->damage_ = 0.0f; //default 15 | 
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| 53 |         this->speed_ = 800.0f; | 
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| 54 |         this->delay_ = 0.0f; | 
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| 55 |         this->setMunitionName("LaserMunition"); | 
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| 56 |  | 
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| 57 |  | 
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| 58 |  | 
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| 59 |         this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&WagnisGun::shot, this))); | 
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| 60 |         this->delayTimer_.stopTimer(); | 
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| 61 |         hudImageString_ = "Orxonox/WSHUD_WM_HsW01"; | 
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| 62 |     } | 
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| 63 |  | 
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| 64 |     WagnisGun::~WagnisGun() | 
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| 65 |     { | 
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| 66 |     } | 
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| 67 |  | 
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| 68 |     void WagnisGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 69 |     { | 
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| 70 |         SUPER(WagnisGun, XMLPort, xmlelement, mode); | 
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| 71 |  | 
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| 72 |         XMLPortParam(WagnisGun, "delay", setDelay, getDelay, xmlelement, mode); | 
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| 73 |         XMLPortParam(WagnisGun, "material", setMaterial, getMaterial, xmlelement, mode); | 
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| 74 |         XMLPortParam(WagnisGun, "projectileMesh", setMesh, getMesh, xmlelement, mode); | 
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| 75 |         XMLPortParam(WagnisGun, "sound", setSound, getSound, xmlelement, mode); | 
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| 76 |     } | 
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| 77 |  | 
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| 78 |     /** | 
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| 79 |     @brief | 
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| 80 |         Set the firing delay. | 
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| 81 |     @param delay | 
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| 82 |         The firing delay in seconds. | 
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| 83 |     */ | 
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| 84 |     void WagnisGun::setDelay(float delay) | 
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| 85 |     { | 
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| 86 |         this->delay_ = delay; | 
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| 87 |         this->delayTimer_.setInterval(this->delay_); | 
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| 88 |     } | 
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| 89 |  | 
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| 90 |     void WagnisGun::fire() | 
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| 91 |     { | 
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| 92 |         this->delayTimer_.startTimer(); | 
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| 93 |     } | 
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| 94 |  | 
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| 95 |     /** | 
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| 96 |     @brief | 
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| 97 |         Fires the weapon. Creates a projectile and fires it. | 
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| 98 |     */ | 
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| 99 |     void WagnisGun::shot() | 
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| 100 |     { | 
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| 101 |         assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); | 
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| 102 |  | 
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| 103 |         // Create the projectile. | 
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| 104 |         WagnisProjectile* projectile = new WagnisProjectile(this->getContext()); | 
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| 105 |  | 
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| 106 |         this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); | 
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| 107 |         projectile->setOrientation(this->getMuzzleOrientation()); | 
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| 108 |         projectile->setPosition(this->getMuzzlePosition()); | 
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| 109 |         projectile->setVelocity(this->getMuzzleDirection() * this->speed_); | 
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| 110 |  | 
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| 111 |         projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); | 
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| 112 |         projectile->setDamage(this->getDamage()); | 
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| 113 |         projectile->setShieldDamage(this->getShieldDamage()); | 
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| 114 |         projectile->setHealthDamage(this->getHealthDamage()); | 
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| 115 |     } | 
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| 116 | } | 
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