1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software: you can redistribute it and/or modify |
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8 | * it under the terms of the GNU General Public License as published by |
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9 | * the Free Software Foundation, either version 3 of the License, or |
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10 | * (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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19 | * |
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20 | * |
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21 | * Author: |
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22 | * Reto Grieder |
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23 | * Co-authors: |
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24 | * ... |
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25 | * |
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26 | */ |
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27 | |
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28 | #include "OgreMath.h" |
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29 | #include "OgreVector3.h" |
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30 | #include "OgreStringConverter.h" |
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31 | #include "OgreSceneNode.h" |
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32 | #include "OgreEntity.h" |
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33 | #include "OgreSceneManager.h" |
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34 | |
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35 | #include "bullet.h" |
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36 | #include "bullet_manager.h" |
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37 | #include "inertial_node.h" |
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38 | #include "ammunition_dump.h" |
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39 | #include "base_weapon.h" |
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40 | |
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41 | #include "barrel_gun.h" |
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42 | |
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43 | |
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44 | namespace orxonox { |
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45 | namespace weapon { |
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46 | using namespace Ogre; |
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47 | |
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48 | BarrelGun::BarrelGun(InertialNode *node, AmmunitionDump *ammoDump) |
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49 | : BaseWeapon(node, ammoDump) |
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50 | { |
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51 | name_ = "Barrel Gun"; |
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52 | primaryFirePower_ = 100; |
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53 | secondaryFirePower_ = 500; |
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54 | primaryFiringRate_ = 10; |
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55 | secondaryFiringRate_ = 2; |
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56 | primaryBulletSpeed_ = 1000; |
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57 | secondaryBulletSpeed_ = 500; |
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58 | magazineSize_ = 25; |
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59 | } |
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60 | |
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61 | |
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62 | BarrelGun::~BarrelGun() |
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63 | { |
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64 | } |
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65 | |
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66 | |
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67 | void BarrelGun::primaryFire() |
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68 | { |
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69 | if (leftAmmo_ < 1) |
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70 | { |
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71 | currentState_ = IDLE; |
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72 | return; |
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73 | } |
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74 | |
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75 | SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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76 | node_->getSceneNode()->getWorldPosition(), |
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77 | node_->getSceneNode()->getWorldOrientation()); |
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78 | |
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79 | Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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80 | + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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81 | |
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82 | Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) |
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83 | .normalisedCopy() * primaryBulletSpeed_; |
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84 | speed += node_->getWorldSpeed(); |
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85 | |
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86 | temp->setScale(Vector3(1, 1, 1) * 4); |
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87 | temp->yaw(Degree(-90)); |
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88 | |
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89 | bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); |
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90 | |
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91 | --leftAmmo_; |
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92 | } |
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93 | |
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94 | |
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95 | void BarrelGun::primaryFiring(unsigned int time) |
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96 | { |
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97 | if (time > 1000/primaryFiringRate_) |
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98 | { |
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99 | currentState_ = IDLE; |
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100 | } |
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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 | void BarrelGun::secondaryFire() |
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106 | { |
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107 | if (leftAmmo_ < 5) |
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108 | { |
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109 | currentState_ = IDLE; |
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110 | return; |
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111 | } |
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112 | |
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113 | SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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114 | node_->getSceneNode()->getWorldPosition(), |
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115 | node_->getSceneNode()->getWorldOrientation()); |
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116 | |
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117 | Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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118 | + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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119 | |
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120 | Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) |
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121 | .normalisedCopy() * secondaryBulletSpeed_*0.5; |
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122 | speed += node_->getWorldSpeed(); |
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123 | |
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124 | temp->setScale(Vector3(1, 1, 1) * 10); |
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125 | temp->yaw(Degree(-90)); |
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126 | |
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127 | bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); |
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128 | |
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129 | leftAmmo_ -= 5; |
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130 | } |
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131 | |
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132 | |
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133 | void BarrelGun::secondaryFiring(unsigned int time) |
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134 | { |
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135 | if (time > 1000/secondaryFiringRate_) |
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136 | currentState_ = IDLE; |
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137 | } |
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138 | |
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139 | } |
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140 | } |
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