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source: code/trunk/src/modules/weapons/weaponmodes/WagnisGun.cc @ 12301

Last change on this file since 12301 was 12191, checked in by merholzl, 6 years ago

merged Wagnis

File size: 3.9 KB
Line 
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
23 *   The WagnisGun, WagnisProjectile and WagnisCursor was made to be used as a "cursor", by fireing invisible projectiles at an object.
24 *   You can then monitor the Objects HP in order to know which one has been hit (=clicked). And yes, it isn't a very beautiful solution.
25*/
26
27#include "WagnisGun.h"
28
29#include "core/CoreIncludes.h"
30#include "core/XMLPort.h"
31#include "core/command/Executor.h"
32
33#include "graphics/Model.h"
34#include "weaponsystem/Weapon.h"
35#include "weaponsystem/WeaponPack.h"
36#include "weaponsystem/WeaponSystem.h"
37#include "worldentities/WorldEntity.h"
38#include "worldentities/pawns/Pawn.h"
39
40#include "weapons/projectiles/WagnisProjectile.h"
41#include "weapons/MuzzleFlash.h"
42
43namespace orxonox
44{
45    RegisterClass(WagnisGun);
46
47    WagnisGun::WagnisGun(Context* context) : WeaponMode(context)
48    {
49        RegisterObject(WagnisGun);
50
51        this->reloadTime_ = 0.5f;
52        this->damage_ = 0.0f; //default 15
53        this->speed_ = 800.0f;
54        this->delay_ = 0.0f;
55        this->setMunitionName("LaserMunition");
56
57
58
59        this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&WagnisGun::shot, this)));
60        this->delayTimer_.stopTimer();
61        hudImageString_ = "Orxonox/WSHUD_WM_HsW01";
62    }
63
64    WagnisGun::~WagnisGun()
65    {
66    }
67
68    void WagnisGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(WagnisGun, XMLPort, xmlelement, mode);
71
72        XMLPortParam(WagnisGun, "delay", setDelay, getDelay, xmlelement, mode);
73        XMLPortParam(WagnisGun, "material", setMaterial, getMaterial, xmlelement, mode);
74        XMLPortParam(WagnisGun, "projectileMesh", setMesh, getMesh, xmlelement, mode);
75        XMLPortParam(WagnisGun, "sound", setSound, getSound, xmlelement, mode);
76    }
77
78    /**
79    @brief
80        Set the firing delay.
81    @param delay
82        The firing delay in seconds.
83    */
84    void WagnisGun::setDelay(float delay)
85    {
86        this->delay_ = delay;
87        this->delayTimer_.setInterval(this->delay_);
88    }
89
90    void WagnisGun::fire()
91    {
92        this->delayTimer_.startTimer();
93    }
94
95    /**
96    @brief
97        Fires the weapon. Creates a projectile and fires it.
98    */
99    void WagnisGun::shot()
100    {
101        assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() );
102
103        // Create the projectile.
104        WagnisProjectile* projectile = new WagnisProjectile(this->getContext());
105
106        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
107        projectile->setOrientation(this->getMuzzleOrientation());
108        projectile->setPosition(this->getMuzzlePosition());
109        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
110
111        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
112        projectile->setDamage(this->getDamage());
113        projectile->setShieldDamage(this->getShieldDamage());
114        projectile->setHealthDamage(this->getHealthDamage());
115    }
116}
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