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 SplitGun.cc |
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31 | @brief Implementation of the SplitGun class. |
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32 | */ |
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33 | |
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34 | #include "SplitGun.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/SplitGunProjectile.h" |
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44 | |
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45 | namespace orxonox |
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46 | { |
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47 | RegisterClass(SplitGun); |
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48 | |
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49 | SplitGun::SplitGun(Context* context) : WeaponMode(context) |
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50 | { |
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51 | RegisterObject(SplitGun); |
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52 | |
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53 | this->reloadTime_ = 1.0f; |
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54 | this->damage_ = 0.0f; |
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55 | this->speed_ = 750.0f; |
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56 | this->numberOfSplits_ = 2; |
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57 | this->numberOfChilds_ = 3; |
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58 | this->splitTime_ = 0.3f; |
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59 | this->spread_ = 0.1f; |
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60 | this->damageReduction_ = 1.0f; |
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61 | |
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62 | this->setMunitionName("SplitMunition"); |
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63 | this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); |
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64 | } |
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65 | |
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66 | SplitGun::~SplitGun() |
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67 | { |
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68 | } |
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69 | |
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70 | /** |
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71 | @brief |
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72 | 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. |
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73 | */ |
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74 | void SplitGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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75 | { |
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76 | SUPER(SplitGun, XMLPort, xmlelement, mode); |
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77 | |
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78 | XMLPortParam(SplitGun, "numberofsplits", setNumberOfSplits, getNumberOfSplits, xmlelement, mode); |
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79 | XMLPortParam(SplitGun, "numberofchilds", setNumberOfChilds, getNumberOfChilds, xmlelement, mode); |
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80 | XMLPortParam(SplitGun, "splittime", setSplitTime, getSplitTime, xmlelement, mode); |
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81 | XMLPortParam(SplitGun, "spread", setSpread, getSpread, xmlelement, mode); |
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82 | XMLPortParam(SplitGun, "damagereduction", setDamageReduction, getDamageReduction, xmlelement, mode); |
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83 | } |
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84 | |
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85 | /** |
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86 | @brief |
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87 | Fires the weapon. Creates a projectile and fires it. |
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88 | */ |
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89 | void SplitGun::fire() |
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90 | { |
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91 | SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext()); |
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92 | projectile->setMaterial("Flares/energyflare"); |
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93 | |
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94 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); |
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95 | projectile->setOrientation(this->getMuzzleOrientation()); |
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96 | projectile->setPosition(this->getMuzzlePosition()); |
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97 | projectile->setVelocity(this->getMuzzleDirection() * this->speed_); |
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98 | |
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99 | // Pass important information to the projectile: Number of splits, Number of childs, split time, spread and the damage reduction |
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100 | projectile->setNumberOfSplits(getNumberOfSplits()); |
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101 | projectile->setNumberOfChilds(getNumberOfChilds()); |
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102 | projectile->setSplitTime(getSplitTime()); |
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103 | projectile->setSpread(getSpread()); |
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104 | projectile->setDamageReduction(getDamageReduction()); |
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105 | |
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106 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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107 | projectile->setDamage(this->getDamage()); |
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108 | projectile->setShieldDamage(this->getShieldDamage()); |
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109 | projectile->setHealthDamage(this->getHealthDamage()); |
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110 | } |
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111 | } |
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