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source: code/branches/sagerjFS16/src/modules/weapons/weaponmodes/Discharger.cc @ 11503

Last change on this file since 11503 was 11205, checked in by sagerj, 9 years ago

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[11142]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:
[11189]23 *      Johannes Sager
[11142]24 *   Co-authors:
[11185]25 *   
[11142]26 *
27 */
28
29/**
30    @file Discharger.cc
31    @brief Definition of the Discharger class.
32*/
33
34#include "Discharger.h"
35
36#include "core/CoreIncludes.h"
37
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/BillboardProjectile.h"
44
45namespace orxonox
46{
47    RegisterClass(Discharger);
48
49    Discharger::Discharger(Context* context) : WeaponMode(context)
50    {
51        RegisterObject(Discharger);
52
[11189]53        this->reloadTime_ = 3.14159f;           // how long you cannot charge after fire
54        this->damage_ = 0.0f;                   // if 0.0f then it uses weaponsettings.oxi
55        this->speed_ = 100.0f;                  // base projectile speed
56        this->chargeable_ = true;               // true if weapon chargeable
[11170]57
[11166]58        this->setMunitionName("LaserMunition");
[11170]59        this->setFireSound("sounds/Weapon_LaserFire.ogg");
60        this->setReloadSound("sounds/Reload_LaserFire.ogg", 0.8);
[11142]61
62        hudImageString_ = "Orxonox/WSHUD_WM_LaserFire";
63    }
64
65    void Discharger::fire()
66    {
[11170]67        BillboardProjectile* projectile = new BillboardProjectile(this->getContext());
68
[11205]69        if(this->charges_ < this->thresholdOne_)
70        {
71            projectile->setMaterial("Flares/lensflare");
72        }
73        else
74        {
75            if(this->charges_ < this->thresholdTwo_)
76            {
77                projectile->setMaterial("Flares/ringflare");
78            }
79            else
80            {
81                projectile->setMaterial("Flares/ringflare2"); 
82            }
83        }
84
85        projectile->setScale(1+this->charges_/10);
86
[11170]87        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
88        projectile->setOrientation(this->getMuzzleOrientation());
89        projectile->setPosition(this->getMuzzlePosition());
[11189]90        projectile->setVelocity(this->getMuzzleDirection() * this->speed_ * this->charges_ / 5);// we scale the projectile speed with the current charges / 5
[11170]91        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
[11185]92        projectile->setDamage(this->getDamage() * this->charges_);
[11189]93        projectile->setShieldDamage(this->getShieldDamage() * this->charges_);                  // we scale both types of damage with the current charges as
94        projectile->setHealthDamage(this->getHealthDamage() * this->charges_);                  // well since this is the whole purpose of a chareable weapon
95        this->charges_ = 0;                                                                     // firing "consumes" the current charges (reset after fire)
[11153]96    }
[11170]97}
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