[12281] | 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 | * Hagen Seifert |
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| 24 | * Co-authors: |
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| 25 | * simonmie |
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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 HsW01.h |
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| 31 | @brief Implementation of the HsW01 class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "BallGun.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/XMLPort.h" |
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| 38 | #include "core/command/Executor.h" |
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| 39 | |
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| 40 | #include "graphics/Model.h" |
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| 41 | #include "weaponsystem/Weapon.h" |
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| 42 | #include "weaponsystem/WeaponPack.h" |
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| 43 | #include "weaponsystem/WeaponSystem.h" |
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| 44 | #include "worldentities/WorldEntity.h" |
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| 45 | #include "worldentities/pawns/Pawn.h" |
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| 46 | |
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| 47 | #include "weapons/projectiles/Projectile.h" |
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| 48 | #include "weapons/MuzzleFlash.h" |
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| 49 | #include "weapons/projectiles/BallProjectile.h" |
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| 50 | |
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| 51 | namespace orxonox |
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| 52 | { |
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| 53 | RegisterClass(BallGun); |
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| 54 | |
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| 55 | BallGun::BallGun(Context* context) : WeaponMode(context) |
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| 56 | { |
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| 57 | RegisterObject(BallGun); |
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| 58 | |
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| 59 | this->reloadTime_ = 0.25f; |
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| 60 | this->damage_ = 0.0f; //default 15 |
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| 61 | this->speed_ = 750.0f; |
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| 62 | this->delay_ = 0.0f; |
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| 63 | this->setMunitionName("BallMunition"); |
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| 64 | this->mesh_ = "laserbeam.mesh"; |
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| 65 | |
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| 66 | |
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| 67 | this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&BallGun::shot, this))); |
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| 68 | this->delayTimer_.stopTimer(); |
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| 69 | |
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| 70 | this->setFireSound("sounds/Weapon_HsW01.ogg"); |
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| 71 | this->setReloadSound("sounds/Reload_HsW01.ogg", 0.5); |
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| 72 | |
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| 73 | hudImageString_ = "Orxonox/WSHUD_WM_HsW01"; |
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| 74 | } |
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| 75 | |
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| 76 | BallGun::~BallGun() |
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| 77 | { |
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| 78 | } |
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| 79 | |
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| 80 | void BallGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 81 | { |
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| 82 | SUPER(BallGun, XMLPort, xmlelement, mode); |
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| 83 | |
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| 84 | XMLPortParam(BallGun, "delay", setDelay, getDelay, xmlelement, mode); |
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| 85 | XMLPortParam(BallGun, "material", setMaterial, getMaterial, xmlelement, mode); |
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| 86 | XMLPortParam(BallGun, "projectileMesh", setMesh, getMesh, xmlelement, mode); |
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| 87 | XMLPortParam(BallGun, "sound", setSound, getSound, xmlelement, mode); |
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| 88 | } |
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| 89 | |
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| 90 | /** |
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| 91 | @brief |
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| 92 | Set the firing delay. |
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| 93 | @param delay |
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| 94 | The firing delay in seconds. |
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| 95 | */ |
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| 96 | void BallGun::setDelay(float delay) |
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| 97 | { |
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| 98 | orxout() << "delay" << endl; |
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| 99 | this->delay_ = delay; |
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| 100 | this->delayTimer_.setInterval(this->delay_); |
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| 101 | } |
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| 102 | |
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| 103 | void BallGun::fire() |
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| 104 | { |
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| 105 | orxout() << "fire" << endl; |
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| 106 | this->delayTimer_.startTimer(); |
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| 107 | } |
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| 108 | |
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| 109 | /** |
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| 110 | @brief |
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| 111 | Fires the weapon. Creates a projectile and fires it. |
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| 112 | */ |
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| 113 | void BallGun::shot() |
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| 114 | { |
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| 115 | assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); |
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| 116 | orxout() << "SHOT!" << endl; |
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| 117 | // Create the projectile. |
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| 118 | Projectile* projectile = new BallProjectile(this->getContext()); |
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| 119 | Model* model = new Model(projectile->getContext()); |
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| 120 | model->setMeshSource(mesh_); |
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| 121 | model->setCastShadows(false); |
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| 122 | projectile->attach(model); |
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| 123 | model->setScale(5); |
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| 124 | |
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| 125 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); |
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| 126 | projectile->setOrientation(this->getMuzzleOrientation()); |
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| 127 | projectile->setPosition(this->getMuzzlePosition()); |
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| 128 | projectile->setVelocity(this->getMuzzleDirection() * this->speed_); |
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| 129 | |
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| 130 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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| 131 | projectile->setDamage(this->getDamage()); |
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| 132 | projectile->setShieldDamage(this->getShieldDamage()); |
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| 133 | projectile->setHealthDamage(this->getHealthDamage()); |
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| 134 | |
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| 135 | // Display the muzzle flash. |
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| 136 | this->BallGun::muzzleflash(); |
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| 137 | } |
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| 138 | |
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| 139 | /** |
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| 140 | @brief |
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| 141 | Displays the muzzle flash. |
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| 142 | */ |
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| 143 | void BallGun::muzzleflash() |
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| 144 | { |
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| 145 | MuzzleFlash *muzzleFlash = new MuzzleFlash(this->getContext()); |
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| 146 | this->getWeapon()->attach(muzzleFlash); |
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| 147 | muzzleFlash->setPosition(this->getMuzzleOffset()); |
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| 148 | muzzleFlash->setMaterial(this->material_); |
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| 149 | } |
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| 150 | } |
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