[10629] | 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 | * Fabien Vultier |
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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 | /** |
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| 30 | @file IceGun.cc |
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| 31 | @brief Implementation of the IceGun class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "IceGun.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/XMLPort.h" |
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| 38 | #include "weaponsystem/Weapon.h" |
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| 39 | #include "weaponsystem/WeaponPack.h" |
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| 40 | #include "weaponsystem/WeaponSystem.h" |
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| 41 | #include "worldentities/pawns/Pawn.h" |
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| 42 | |
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| 43 | #include "weapons/projectiles/IceGunProjectile.h" |
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| 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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| 47 | RegisterClass(IceGun); |
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| 48 | |
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| 49 | IceGun::IceGun(Context* context) : WeaponMode(context) |
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| 50 | { |
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| 51 | RegisterObject(IceGun); |
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| 52 | |
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| 53 | // Default values |
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| 54 | this->reloadTime_ = 1.0f; |
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| 55 | this->damage_ = 0.0f; |
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| 56 | this->speed_ = 1200.0f; |
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| 57 | |
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| 58 | this->setFreezeTime(3.0); |
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| 59 | this->setFreezeFactor(0.5); |
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| 60 | |
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| 61 | this->setMunitionName("LaserMunition"); |
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| 62 | this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); |
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| 63 | } |
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| 64 | |
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| 65 | IceGun::~IceGun() |
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| 66 | { |
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| 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | @brief |
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| 71 | 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. |
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| 72 | */ |
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| 73 | void IceGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 74 | { |
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| 75 | SUPER(IceGun, XMLPort, xmlelement, mode); |
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| 76 | |
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| 77 | XMLPortParam(IceGun, "freezetime", setFreezeTime, getFreezeTime, xmlelement, mode); |
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| 78 | XMLPortParam(IceGun, "freezefactor", setFreezeFactor, getFreezeFactor, xmlelement, mode); |
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| 79 | } |
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| 80 | |
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| 81 | /** |
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| 82 | @brief |
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| 83 | Fires the weapon. Creates a projectile and fires it. |
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| 84 | */ |
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| 85 | void IceGun::fire() |
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| 86 | { |
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| 87 | IceGunProjectile* projectile = new IceGunProjectile(this->getContext()); |
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| 88 | |
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| 89 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); |
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| 90 | projectile->setOrientation(this->getMuzzleOrientation()); |
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| 91 | projectile->setPosition(this->getMuzzlePosition()); |
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| 92 | projectile->setVelocity(this->getMuzzleDirection() * this->speed_); |
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| 93 | |
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| 94 | // Pass important information to the projectile: Freeze time and freeze factor |
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| 95 | projectile->setFreezeTime(getFreezeTime()); |
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| 96 | projectile->setFreezeFactor(getFreezeFactor()); |
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| 97 | |
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| 98 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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| 99 | projectile->setDamage(this->getDamage()); |
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| 100 | projectile->setShieldDamage(this->getShieldDamage()); |
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| 101 | projectile->setHealthDamage(this->getHealthDamage()); |
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| 102 | } |
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| 103 | } |
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