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 | |
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23 | * The WagnisGun, WagnisProjectile and WagnisCursor was made to be used as a "cursor", by fireing invisible projectiles at an object. |
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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. |
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25 | */ |
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26 | |
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27 | #include "WagnisGun.h" |
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28 | |
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29 | #include "core/CoreIncludes.h" |
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30 | #include "core/XMLPort.h" |
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31 | #include "core/command/Executor.h" |
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32 | |
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33 | #include "graphics/Model.h" |
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34 | #include "weaponsystem/Weapon.h" |
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35 | #include "weaponsystem/WeaponPack.h" |
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36 | #include "weaponsystem/WeaponSystem.h" |
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37 | #include "worldentities/WorldEntity.h" |
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38 | #include "worldentities/pawns/Pawn.h" |
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39 | |
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40 | #include "weapons/projectiles/WagnisProjectile.h" |
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41 | #include "weapons/MuzzleFlash.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | RegisterClass(WagnisGun); |
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46 | |
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47 | WagnisGun::WagnisGun(Context* context) : WeaponMode(context) |
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48 | { |
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49 | RegisterObject(WagnisGun); |
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50 | |
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51 | this->reloadTime_ = 0.5f; |
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52 | this->damage_ = 0.0f; //default 15 |
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53 | this->speed_ = 800.0f; |
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54 | this->delay_ = 0.0f; |
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55 | this->setMunitionName("LaserMunition"); |
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56 | |
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57 | |
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58 | |
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59 | this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&WagnisGun::shot, this))); |
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60 | this->delayTimer_.stopTimer(); |
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61 | hudImageString_ = "Orxonox/WSHUD_WM_HsW01"; |
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62 | } |
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63 | |
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64 | WagnisGun::~WagnisGun() |
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65 | { |
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66 | } |
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67 | |
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68 | void WagnisGun::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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69 | { |
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70 | SUPER(WagnisGun, XMLPort, xmlelement, mode); |
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71 | |
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72 | XMLPortParam(WagnisGun, "delay", setDelay, getDelay, xmlelement, mode); |
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73 | XMLPortParam(WagnisGun, "material", setMaterial, getMaterial, xmlelement, mode); |
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74 | XMLPortParam(WagnisGun, "projectileMesh", setMesh, getMesh, xmlelement, mode); |
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75 | XMLPortParam(WagnisGun, "sound", setSound, getSound, xmlelement, mode); |
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76 | } |
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77 | |
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78 | /** |
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79 | @brief |
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80 | Set the firing delay. |
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81 | @param delay |
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82 | The firing delay in seconds. |
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83 | */ |
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84 | void WagnisGun::setDelay(float delay) |
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85 | { |
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86 | this->delay_ = delay; |
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87 | this->delayTimer_.setInterval(this->delay_); |
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88 | } |
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89 | |
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90 | void WagnisGun::fire() |
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91 | { |
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92 | this->delayTimer_.startTimer(); |
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93 | } |
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94 | |
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95 | /** |
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96 | @brief |
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97 | Fires the weapon. Creates a projectile and fires it. |
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98 | */ |
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99 | void WagnisGun::shot() |
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100 | { |
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101 | assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); |
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102 | |
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103 | // Create the projectile. |
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104 | WagnisProjectile* projectile = new WagnisProjectile(this->getContext()); |
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105 | |
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106 | this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); |
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107 | projectile->setOrientation(this->getMuzzleOrientation()); |
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108 | projectile->setPosition(this->getMuzzlePosition()); |
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109 | projectile->setVelocity(this->getMuzzleDirection() * this->speed_); |
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110 | |
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111 | projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); |
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112 | projectile->setDamage(this->getDamage()); |
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113 | projectile->setShieldDamage(this->getShieldDamage()); |
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114 | projectile->setHealthDamage(this->getHealthDamage()); |
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115 | } |
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116 | } |
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