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source: code/branches/mergeFS18/src/modules/weapons/weaponmodes/IceGun.cc @ 12384

Last change on this file since 12384 was 11108, checked in by fvultier, 9 years ago

A few modifications in the weapon system: WeaponModes may play a reload sound now. Fireing Sounds of WeaponModes may overlap now. New weapon: FlameGun, a flame thrower for close combat (e.g. for the FPS player)

  • Property svn:eol-style set to native
File size: 3.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file IceGun.cc
31    @brief Implementation of the IceGun class.
32*/
33
34#include "IceGun.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"   
38#include "weaponsystem/Weapon.h"
39#include "weaponsystem/WeaponPack.h"
40#include "weaponsystem/WeaponSystem.h"
41#include "worldentities/pawns/Pawn.h"
42
43#include "weapons/projectiles/IceGunProjectile.h"
44
45namespace orxonox
46{
47    RegisterClass(IceGun);
48
49    IceGun::IceGun(Context* context) : WeaponMode(context)
50    {
51        RegisterObject(IceGun);
52
53        // Default values
54        this->reloadTime_ = 1.0f;
55        this->damage_ = 0.0f;
56        this->speed_ = 1200.0f;
57
58        this->setFreezeTime(3.0);
59        this->setFreezeFactor(0.5);
60
61        this->setMunitionName("IceMunition");
62        this->setFireSound("sounds/Weapon_LightningGun.ogg");
63        this->setReloadSound("sounds/Reload_IceGun.ogg", 0.4);
64
65        hudImageString_ = "Orxonox/WSHUD_WM_IceGun";
66    }
67
68    IceGun::~IceGun()
69    {
70    }
71
72    /**
73    @brief
74        XMLPort for the IceGun. You can define how often the projectiles split, how many childs should be created per split, the spread and the time between two splits.
75    */
76    void IceGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
77    {
78        SUPER(IceGun, XMLPort, xmlelement, mode);
79
80        XMLPortParam(IceGun, "freezetime", setFreezeTime, getFreezeTime, xmlelement, mode);
81        XMLPortParam(IceGun, "freezefactor", setFreezeFactor, getFreezeFactor, xmlelement, mode);
82    }
83
84    /**
85    @brief
86        Fires the weapon. Creates a projectile and fires it.
87    */
88    void IceGun::fire()
89    {
90        IceGunProjectile* projectile = new IceGunProjectile(this->getContext());
91
92        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
93        projectile->setOrientation(this->getMuzzleOrientation());
94        projectile->setPosition(this->getMuzzlePosition());
95        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
96
97        // Pass important information to the projectile: Freeze time and freeze factor
98        projectile->setFreezeTime(getFreezeTime());
99        projectile->setFreezeFactor(getFreezeFactor());
100
101        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
102        projectile->setDamage(this->getDamage());
103        projectile->setShieldDamage(this->getShieldDamage());
104        projectile->setHealthDamage(this->getHealthDamage());
105    }
106}
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