1 | |
---|
2 | |
---|
3 | /* |
---|
4 | orxonox - the future of 3D-vertical-scrollers |
---|
5 | |
---|
6 | Copyright (C) 2004 orx |
---|
7 | |
---|
8 | This program is free software; you can redistribute it and/or modify |
---|
9 | it under the terms of the GNU General Public License as published by |
---|
10 | the Free Software Foundation; either version 2, or (at your option) |
---|
11 | any later version. |
---|
12 | |
---|
13 | ### File Specific |
---|
14 | main-programmer: Patrick Boenzli |
---|
15 | co-programmer: |
---|
16 | |
---|
17 | |
---|
18 | @todo: direction in which the projectile flights |
---|
19 | @todo: a target to set/hit |
---|
20 | */ |
---|
21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
---|
22 | |
---|
23 | #include "world_entities/projectiles/projectile.h" |
---|
24 | |
---|
25 | #include "world_entity.h" |
---|
26 | #include "static_model.h" |
---|
27 | #include "weapon_manager.h" |
---|
28 | #include "util/loading/factory.h" |
---|
29 | |
---|
30 | |
---|
31 | #include "fast_factory.h" |
---|
32 | |
---|
33 | #include "fps_sniper_rifle.h" |
---|
34 | |
---|
35 | |
---|
36 | using namespace std; |
---|
37 | |
---|
38 | |
---|
39 | CREATE_FACTORY(FPSSniperRifle, CL_FPS_SNIPER_RIFLE); |
---|
40 | |
---|
41 | /** |
---|
42 | * standard constructor |
---|
43 | |
---|
44 | creates a new weapon |
---|
45 | */ |
---|
46 | FPSSniperRifle::FPSSniperRifle ( int leftRight) |
---|
47 | : Weapon() |
---|
48 | { |
---|
49 | this->init(); |
---|
50 | |
---|
51 | this->leftRight = leftRight; |
---|
52 | } |
---|
53 | |
---|
54 | |
---|
55 | FPSSniperRifle::FPSSniperRifle(const TiXmlElement* root) |
---|
56 | { |
---|
57 | this->init(); |
---|
58 | |
---|
59 | if (root != NULL) |
---|
60 | this->loadParams(root); |
---|
61 | } |
---|
62 | |
---|
63 | /** |
---|
64 | * standard deconstructor |
---|
65 | */ |
---|
66 | FPSSniperRifle::~FPSSniperRifle () |
---|
67 | { |
---|
68 | // model will be deleted from WorldEntity-destructor |
---|
69 | } |
---|
70 | |
---|
71 | |
---|
72 | void FPSSniperRifle::init() |
---|
73 | { |
---|
74 | this->setClassID(CL_FPS_SNIPER_RIFLE, "FPSSniperRifle"); |
---|
75 | |
---|
76 | this->loadModel("models/guns/fps_sniper_rifle.obj", 0.1); |
---|
77 | |
---|
78 | this->setStateDuration(WS_SHOOTING, .1); |
---|
79 | this->setStateDuration(WS_RELOADING, .1); |
---|
80 | this->setStateDuration(WS_ACTIVATING, .4); |
---|
81 | this->setStateDuration(WS_DEACTIVATING, .4); |
---|
82 | |
---|
83 | this->setEnergyMax(100000); |
---|
84 | this->increaseEnergy(100000); |
---|
85 | //this->minCharge = 2; |
---|
86 | |
---|
87 | this->setActionSound(WA_SHOOT, "sound/laser.wav"); |
---|
88 | this->setActionSound(WA_ACTIVATE, "sound/voices/lasers.wav"); |
---|
89 | |
---|
90 | |
---|
91 | this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
---|
92 | this->setProjectileType(CL_LASER); |
---|
93 | this->prepareProjectiles(20); |
---|
94 | |
---|
95 | } |
---|
96 | |
---|
97 | |
---|
98 | void FPSSniperRifle::loadParams(const TiXmlElement* root) |
---|
99 | { |
---|
100 | Weapon::loadParams(root); |
---|
101 | |
---|
102 | } |
---|
103 | |
---|
104 | |
---|
105 | /** |
---|
106 | * this activates the weapon |
---|
107 | |
---|
108 | This is needed, since there can be more than one weapon on a ship. the |
---|
109 | activation can be connected with an animation. for example the weapon is |
---|
110 | been armed out. |
---|
111 | */ |
---|
112 | void FPSSniperRifle::activate() |
---|
113 | { |
---|
114 | } |
---|
115 | |
---|
116 | |
---|
117 | /** |
---|
118 | * this deactivates the weapon |
---|
119 | |
---|
120 | This is needed, since there can be more than one weapon on a ship. the |
---|
121 | activation can be connected with an animation. for example the weapon is |
---|
122 | been armed out. |
---|
123 | */ |
---|
124 | void FPSSniperRifle::deactivate() |
---|
125 | { |
---|
126 | } |
---|
127 | |
---|
128 | |
---|
129 | /** |
---|
130 | * fires the weapon |
---|
131 | |
---|
132 | this is called from the player.cc, when fire-button is been pushed |
---|
133 | @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent |
---|
134 | */ |
---|
135 | void FPSSniperRifle::fire() |
---|
136 | { |
---|
137 | Projectile* pj = this->getProjectile(); |
---|
138 | if (pj == NULL) |
---|
139 | return; |
---|
140 | |
---|
141 | pj->setParent(PNode::getNullParent()); |
---|
142 | |
---|
143 | pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5)); |
---|
144 | |
---|
145 | pj->setAbsCoor(this->getEmissionPoint()); |
---|
146 | pj->setAbsDir(this->getAbsDir()); |
---|
147 | pj->activate(); |
---|
148 | } |
---|
149 | |
---|
150 | |
---|