[1505] | 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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