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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: |
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| 16 | |
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| 17 | |
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| 18 | @todo: direction in which the projectile flights |
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| 19 | @todo: a target to set/hit |
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| 20 | */ |
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| 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 22 | |
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| 23 | #include "world_entities/projectiles/projectile.h" |
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| 24 | |
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| 25 | #include "world_entity.h" |
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| 26 | #include "static_model.h" |
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| 27 | #include "weapon_manager.h" |
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| 28 | #include "util/loading/factory.h" |
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| 29 | |
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| 30 | |
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| 31 | #include "fast_factory.h" |
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| 32 | |
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| 33 | #include "fps_sniper_rifle.h" |
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| 34 | |
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| 35 | |
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| 36 | using namespace std; |
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| 37 | |
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| 38 | |
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| 39 | CREATE_FACTORY(FPSSniperRifle, CL_FPS_SNIPER_RIFLE); |
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| 40 | |
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| 41 | /** |
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| 42 | * standard constructor |
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| 43 | |
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| 44 | creates a new weapon |
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| 45 | */ |
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| 46 | FPSSniperRifle::FPSSniperRifle ( int leftRight) |
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| 47 | : Weapon() |
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| 48 | { |
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| 49 | this->init(); |
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| 50 | |
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| 51 | this->leftRight = leftRight; |
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| 52 | } |
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| 53 | |
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| 54 | |
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| 55 | FPSSniperRifle::FPSSniperRifle(const TiXmlElement* root) |
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| 56 | { |
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| 57 | this->init(); |
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| 58 | |
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| 59 | if (root != NULL) |
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| 60 | this->loadParams(root); |
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| 61 | } |
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| 62 | |
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| 63 | /** |
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| 64 | * standard deconstructor |
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| 65 | */ |
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| 66 | FPSSniperRifle::~FPSSniperRifle () |
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| 67 | { |
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| 68 | // model will be deleted from WorldEntity-destructor |
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| 69 | } |
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| 70 | |
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| 71 | |
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| 72 | void FPSSniperRifle::init() |
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| 73 | { |
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| 74 | this->setClassID(CL_FPS_SNIPER_RIFLE, "FPSSniperRifle"); |
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| 75 | |
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| 76 | this->loadModel("models/guns/fps_sniper_rifle.obj", 0.1); |
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| 77 | |
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| 78 | this->setStateDuration(WS_SHOOTING, .1); |
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| 79 | this->setStateDuration(WS_RELOADING, .1); |
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| 80 | this->setStateDuration(WS_ACTIVATING, .4); |
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| 81 | this->setStateDuration(WS_DEACTIVATING, .4); |
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| 82 | |
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| 83 | this->setEnergyMax(100000); |
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| 84 | this->increaseEnergy(100000); |
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| 85 | //this->minCharge = 2; |
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| 86 | |
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| 87 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
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| 88 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
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| 89 | |
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| 90 | |
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| 91 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 92 | this->setProjectileType(CL_LASER); |
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| 93 | this->prepareProjectiles(20); |
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| 94 | |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | void FPSSniperRifle::loadParams(const TiXmlElement* root) |
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| 99 | { |
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| 100 | Weapon::loadParams(root); |
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| 101 | |
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| 102 | } |
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| 103 | |
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| 104 | |
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| 105 | /** |
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| 106 | * this activates the weapon |
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| 107 | |
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| 108 | This is needed, since there can be more than one weapon on a ship. the |
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| 109 | activation can be connected with an animation. for example the weapon is |
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| 110 | been armed out. |
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| 111 | */ |
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| 112 | void FPSSniperRifle::activate() |
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| 113 | { |
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| 114 | } |
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| 115 | |
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| 116 | |
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| 117 | /** |
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| 118 | * this deactivates the weapon |
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| 119 | |
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| 120 | This is needed, since there can be more than one weapon on a ship. the |
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| 121 | activation can be connected with an animation. for example the weapon is |
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| 122 | been armed out. |
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| 123 | */ |
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| 124 | void FPSSniperRifle::deactivate() |
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| 125 | { |
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| 126 | } |
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| 127 | |
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| 128 | |
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| 129 | /** |
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| 130 | * fires the weapon |
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| 131 | |
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| 132 | this is called from the player.cc, when fire-button is been pushed |
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| 133 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
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| 134 | */ |
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| 135 | void FPSSniperRifle::fire() |
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| 136 | { |
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| 137 | Projectile* pj = this->getProjectile(); |
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| 138 | if (pj == NULL) |
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| 139 | return; |
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| 140 | |
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| 141 | pj->setParent(PNode::getNullParent()); |
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| 142 | |
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| 143 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
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| 144 | |
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| 145 | pj->setAbsCoor(this->getEmissionPoint()); |
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| 146 | pj->setAbsDir(this->getAbsDir()); |
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| 147 | pj->activate(); |
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| 148 | } |
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| 149 | |
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| 150 | |
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