1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "BarrelGun.h" |
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31 | |
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32 | #include <OgreStringConverter.h> |
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33 | #include <OgreSceneNode.h> |
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34 | #include <OgreEntity.h> |
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35 | #include <OgreSceneManager.h> |
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36 | |
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37 | #include "util/Math.h" |
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38 | #include "Bullet.h" |
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39 | #include "BulletManager.h" |
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40 | #include "AmmunitionDump.h" |
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41 | #include "BaseWeapon.h" |
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42 | #include "core/CoreIncludes.h" |
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43 | |
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44 | |
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45 | namespace orxonox { |
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46 | CreateFactory(BarrelGun); |
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47 | |
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48 | BarrelGun::BarrelGun() |
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49 | { |
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50 | RegisterObject(BarrelGun); |
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51 | |
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52 | primaryFirePower_ = 100; |
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53 | secondaryFirePower_ = 500; |
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54 | primaryFiringRate_ = 1.0/7.0; |
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55 | secondaryFiringRate_ = 1.0/2.0; |
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56 | primaryBulletSpeed_ = 800; |
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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 | Ogre::SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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76 | getNode()->getWorldPosition(), |
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77 | getNode()->getWorldOrientation()); |
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78 | |
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79 | Ogre::Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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80 | + Ogre::StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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81 | |
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82 | Vector3 speed = (temp->getOrientation() * Vector3(1, 0, 0)) |
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83 | .normalisedCopy() * primaryBulletSpeed_; |
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84 | speed += getVelocity(); |
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85 | |
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86 | temp->setScale(Vector3(1, 1, 1) * 1.5); |
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87 | temp->roll(Degree(90)); |
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88 | |
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89 | Bullet* bullet = new Bullet(); |
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90 | bullet->setNode(temp); |
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91 | bullet->attachObject(bulletEntity); |
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92 | bullet->setVelocity(speed); |
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93 | bulletManager_->addBullet(bullet); |
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94 | |
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95 | --leftAmmo_; |
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96 | } |
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97 | |
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98 | |
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99 | void BarrelGun::primaryFiring(float time) |
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100 | { |
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101 | if (time > primaryFiringRate_) |
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102 | { |
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103 | currentState_ = IDLE; |
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104 | } |
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105 | } |
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106 | |
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107 | |
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108 | void BarrelGun::secondaryFire() |
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109 | { |
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110 | if (leftAmmo_ < 5) |
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111 | { |
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112 | currentState_ = IDLE; |
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113 | return; |
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114 | } |
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115 | |
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116 | Ogre::SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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117 | getNode()->getWorldPosition(), |
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118 | getNode()->getWorldOrientation()); |
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119 | |
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120 | Ogre::Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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121 | + Ogre::StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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122 | |
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123 | Vector3 speed = (temp->getOrientation() * Vector3(1, 0, 0)) |
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124 | .normalisedCopy() * secondaryBulletSpeed_*0.5; |
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125 | speed += getVelocity(); |
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126 | |
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127 | temp->setScale(Vector3(1, 1, 1) * 3); |
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128 | temp->roll(Degree(90)); |
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129 | |
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130 | Bullet* bullet = new Bullet(); |
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131 | bullet->setNode(temp); |
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132 | bullet->attachObject(bulletEntity); |
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133 | bullet->setVelocity(speed); |
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134 | bulletManager_->addBullet(bullet); |
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135 | |
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136 | |
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137 | leftAmmo_ -= 5; |
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138 | } |
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139 | |
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140 | |
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141 | void BarrelGun::secondaryFiring(float time) |
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142 | { |
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143 | if (time > secondaryFiringRate_) |
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144 | currentState_ = IDLE; |
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145 | } |
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146 | |
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147 | } |
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