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source: code/branches/presentationHS15/src/modules/weapons/weaponmodes/SplitGun.cc @ 11058

Last change on this file since 11058 was 11026, checked in by landauf, 9 years ago

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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 SplitGun.cc
31    @brief Implementation of the SplitGun class.
32*/
33
34#include "SplitGun.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/SplitGunProjectile.h"
44
45namespace orxonox
46{
47    RegisterClass(SplitGun);
48
49    SplitGun::SplitGun(Context* context) : WeaponMode(context)
50    {
51        RegisterObject(SplitGun);
52
53        this->reloadTime_ = 1.0f;
54        this->damage_ = 0.0f;
55        this->speed_ = 750.0f;
56        this->numberOfSplits_ = 2;
57        this->numberOfChilds_ = 3;
58        this->splitTime_ = 0.3f;
59        this->spread_ = 0.1f;
60        this->damageReduction_ = 1.0f;
61
62        this->setMunitionName("SplitMunition");
63        this->setDefaultSound("sounds/Weapon_LightningGun.ogg");
64
65        hudImageString_ = "Orxonox/WSHUD_WM_SplitGun";
66    }
67
68    SplitGun::~SplitGun()
69    {
70    }
71
72    /**
73    @brief
74        XMLPort for the SplitGun. 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 SplitGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
77    {
78        SUPER(SplitGun, XMLPort, xmlelement, mode);
79
80        XMLPortParam(SplitGun, "numberofsplits", setNumberOfSplits, getNumberOfSplits, xmlelement, mode);
81        XMLPortParam(SplitGun, "numberofchilds", setNumberOfChilds, getNumberOfChilds, xmlelement, mode);
82        XMLPortParam(SplitGun, "splittime", setSplitTime, getSplitTime, xmlelement, mode);
83        XMLPortParam(SplitGun, "spread", setSpread, getSpread, xmlelement, mode);
84        XMLPortParam(SplitGun, "damagereduction", setDamageReduction, getDamageReduction, xmlelement, mode);
85    }
86
87    /**
88    @brief
89        Fires the weapon. Creates a projectile and fires it.
90    */
91    void SplitGun::fire()
92    {
93        SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());
94        projectile->setMaterial("Flares/energyflare");
95
96        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
97        projectile->setOrientation(this->getMuzzleOrientation());
98        projectile->setPosition(this->getMuzzlePosition());
99        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
100
101        // Pass important information to the projectile: Number of splits, Number of childs, split time, spread and the damage reduction
102        projectile->setNumberOfSplits(getNumberOfSplits());
103        projectile->setNumberOfChilds(getNumberOfChilds());
104        projectile->setSplitTime(getSplitTime());
105        projectile->setSpread(getSpread());
106        projectile->setDamageReduction(getDamageReduction());
107
108        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
109        projectile->setDamage(this->getDamage());
110        projectile->setShieldDamage(this->getShieldDamage());
111        projectile->setHealthDamage(this->getHealthDamage());
112    }
113}
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