/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabien Vultier * Co-authors: * ... * */ /** @file SplitGun.cc @brief Implementation of the SplitGun class. */ #include "SplitGun.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/pawns/Pawn.h" #include "weapons/projectiles/SplitGunProjectile.h" namespace orxonox { RegisterClass(SplitGun); SplitGun::SplitGun(Context* context) : WeaponMode(context) { RegisterObject(SplitGun); this->reloadTime_ = 1.0f; this->damage_ = 0.0f; this->speed_ = 750.0f; this->numberOfSplits_ = 2; this->numberOfChilds_ = 3; this->splitTime_ = 0.3f; this->spread_ = 0.1f; this->damageReduction_ = 1.0f; this->setMunitionName("SplitMunition"); this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); hudImageString_ = "Orxonox/WSHUD_WM_SplitGun"; } SplitGun::~SplitGun() { } /** @brief 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. */ void SplitGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(SplitGun, XMLPort, xmlelement, mode); XMLPortParam(SplitGun, "numberofsplits", setNumberOfSplits, getNumberOfSplits, xmlelement, mode); XMLPortParam(SplitGun, "numberofchilds", setNumberOfChilds, getNumberOfChilds, xmlelement, mode); XMLPortParam(SplitGun, "splittime", setSplitTime, getSplitTime, xmlelement, mode); XMLPortParam(SplitGun, "spread", setSpread, getSpread, xmlelement, mode); XMLPortParam(SplitGun, "damagereduction", setDamageReduction, getDamageReduction, xmlelement, mode); } /** @brief Fires the weapon. Creates a projectile and fires it. */ void SplitGun::fire() { SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext()); projectile->setMaterial("Flares/energyflare"); this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(this->getMuzzleDirection() * this->speed_); // Pass important information to the projectile: Number of splits, Number of childs, split time, spread and the damage reduction projectile->setNumberOfSplits(getNumberOfSplits()); projectile->setNumberOfChilds(getNumberOfChilds()); projectile->setSplitTime(getSplitTime()); projectile->setSpread(getSpread()); projectile->setDamageReduction(getDamageReduction()); projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); projectile->setHealthDamage(this->getHealthDamage()); } }