[Orxonox-commit 5933] r10592 - in code/branches/towerdefenseFabien: data/levels src/modules/towerdefense src/modules/weapons src/modules/weapons/projectiles src/modules/weapons/weaponmodes

fvultier at orxonox.net fvultier at orxonox.net
Thu Sep 24 13:23:49 CEST 2015


Author: fvultier
Date: 2015-09-24 13:23:47 +0200 (Thu, 24 Sep 2015)
New Revision: 10592

Added:
   code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc
   code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h
   code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc
   code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h
Modified:
   code/branches/towerdefenseFabien/data/levels/jump.oxw
   code/branches/towerdefenseFabien/data/levels/towerDefense.oxw
   code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefense.cc
   code/branches/towerdefenseFabien/src/modules/weapons/WeaponsPrereqs.h
   code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.cc
   code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.h
   code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt
   code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt
Log:
New Weapon for the towerDefense minigame: The SplitGun, a weapon that shoots one projectile that splits up into multiple projectiles after a specified time, these new projectiles may split up again... The weapon may be used by any Oxonox Spaceship.

Modified: code/branches/towerdefenseFabien/data/levels/jump.oxw
===================================================================
--- code/branches/towerdefenseFabien/data/levels/jump.oxw	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/data/levels/jump.oxw	2015-09-24 11:23:47 UTC (rev 10592)
@@ -255,39 +255,6 @@
         </JumpCenterpoint>
       </attached>
     </MovableEntity>
-
-    <EventDispatcher>
-      <targets>
-        <EventTarget target=scoreeffect_right />
-        <EventTarget target=scoreeffect_center />
-      </targets>
-      <events>
-        <spawn>
-          <EventFilter>
-            <names>
-              <EventName name=right />
-            </names>
-            <EventListener event=jumpcenter />
-          </EventFilter>
-        </spawn>
-      </events>
-    </EventDispatcher>
-    <EventDispatcher>
-      <targets>
-        <EventTarget target=scoreeffect_left />
-        <EventTarget target=scoreeffect_center />
-      </targets>
-      <events>
-        <spawn>
-          <EventFilter>
-            <names>
-              <EventName name=left />
-            </names>
-            <EventListener event=jumpcenter />
-          </EventFilter>
-        </spawn>
-      </events>
-    </EventDispatcher>
-
+    
   </Scene>
 </Level>

Modified: code/branches/towerdefenseFabien/data/levels/towerDefense.oxw
===================================================================
--- code/branches/towerdefenseFabien/data/levels/towerDefense.oxw	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/data/levels/towerDefense.oxw	2015-09-24 11:23:47 UTC (rev 10592)
@@ -65,7 +65,7 @@
           <DefaultWeaponmodeLink firemode=0 weaponmode=0 />
         </links>
         <Weapon>
-          <HsW01 mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=1 material="Flares/point_lensflare" delay=0/>
+          <HsW01 mode=0 munitionpershot=0 muzzleoffset="0,0,0" damage=2 shielddamage=1 material="Flares/point_lensflare" delay=0/>
         </Weapon>
       </WeaponPack>
     </weapons>
@@ -102,12 +102,12 @@
           <DefaultWeaponmodeLink firemode=0 weaponmode=0 />
         </links>
         <Weapon>          
-          <LightningGun mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 />
+          <LightningGun mode=0 munitionpershot=0 muzzleoffset="0,0,0" damage=2 shielddamage=4 />
         </Weapon>
       </WeaponPack>
     </weapons>
     <attached>
-      <Backlight position="0,-100,0" scale=2.0 colour="0.4, 0.0, 1.0" width=10 length=500 lifetime=0.3 elements=20 trailmaterial="Trail/backlighttrail" material="Examples/Flare" loop=1 />
+      <Backlight position="0,0,0" scale=2.0 colour="0.4, 0.0, 1.0" width=10 length=10 lifetime=0.3 elements=20 trailmaterial="Trail/backlighttrail" material="Examples/Flare" loop=1 />
     </attached>    
   </TowerDefenseTower>
 </Template>
@@ -142,7 +142,7 @@
           <DefaultWeaponmodeLink firemode=0 weaponmode=0 />
         </links>
         <Weapon>
-          <EnergyDrink mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 />
+          <SplitGun mode=0 munitionpershot=0 damage=9.3 muzzleoffset=" 1.6, 1.3, -2.0" splittime=0.2 numberofsplits=2 numberofchilds=5 spread=0.1 />
         </Weapon>
       </WeaponPack>
     </weapons>
@@ -179,12 +179,12 @@
           <DefaultWeaponmodeLink firemode=0 weaponmode=0 />
         </links>
         <Weapon>
-          <FusionFire mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 />  
+          <RocketFire mode=0 munitionpershot=0 muzzleoffset="0,0,0" damage=2 shielddamage=4 />  
         </Weapon>
       </WeaponPack>
     </weapons>
       <attached>
-      <ParticleSpawner position="0,-100,0" source="Orxonox/sparks" lifetime=3.0 autostart=1 loop=1 />
+      <ParticleSpawner position="0,0,0" source="Orxonox/sparks" lifetime=3.0 autostart=1 loop=1 />
     </attached>
   </TowerDefenseTower>
 </Template>
@@ -219,7 +219,7 @@
           <DefaultWeaponmodeLink firemode=0 weaponmode=0 />
         </links>
         <Weapon>
-          <LaserFire mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 />  
+          <SimpleRocketFire mode=0 muzzleoffset="0,0,0" damage=30 shielddamage=20 />
         </Weapon>
       </WeaponPack>
     </weapons>
@@ -453,17 +453,17 @@
 
     <SpawnPoint team=0 position="0,0,0"/> 
 
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S1.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S2.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S3.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S4.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S5.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T1.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T2.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T3.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T4.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T5.mesh" scale=25/>
-    <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_F1.mesh" scale=25/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_S1.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_S2.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_S3.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_S4.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_S5.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_T1.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_T2.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_T3.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_T4.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_T5.mesh" scale=1/>
+    <Model position="0,0,10000" lodLevel=1 mesh="TD_F1.mesh" scale=1/>
 
     <!-- PlayField -->
     <TowerDefenseCenterpoint

Modified: code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefense.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefense.cc	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefense.cc	2015-09-24 11:23:47 UTC (rev 10592)
@@ -80,10 +80,7 @@
 #include "infos/PlayerInfo.h"
 #include "chat/ChatManager.h"
 #include "core/CoreIncludes.h"
-/* Part of a temporary hack to allow the player to add towers */
-#include "core/command/ConsoleCommand.h"
 
-
 namespace orxonox
 {
     RegisterUnloadableClass(TowerDefense);
@@ -102,8 +99,6 @@
         this->lifes_ = 0;
         this->waveSize_ = 0;
         offset_ = Vector3(0,0,10);
-
-        //this->stats_ = new TowerDefensePlayerStats();
     }
 
     TowerDefense::~TowerDefense()
@@ -178,10 +173,6 @@
 
         en1->setTeam(2);
 
-        //orxonox::WeakPtr<WaypointController> controller = new WaypointController(this->center_->getContext());
-        //controller->setControllableEntity(en1);
-        //en1->setController(controller);
-
         WaypointController* controller = (WaypointController*)(en1->getXMLController());
 
         if (controller != NULL && waypoints_.size() > 1)
@@ -339,7 +330,7 @@
             ++ waveNumber_;
             timeSinceLastSpawn_ = 0.0;
 
-            timeUntilNextWave_ = waveNumber_+10;
+            timeUntilNextWave_ = waveNumber_+20;
             waveSize_ = waveNumber_+5;
         }
 

Modified: code/branches/towerdefenseFabien/src/modules/weapons/WeaponsPrereqs.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/WeaponsPrereqs.h	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/src/modules/weapons/WeaponsPrereqs.h	2015-09-24 11:23:47 UTC (rev 10592)
@@ -78,6 +78,7 @@
     // projectiles
     class BillboardProjectile;
     class LightningGunProjectile;
+    class SplitGunProjectile;
     class ParticleProjectile;
     class Projectile;
     class Rocket;
@@ -89,6 +90,7 @@
     class HsW01;
     class LaserFire;
     class LightningGun;
+    class SplitGun;
     class RocketFire;
     class SimpleRocketFire;
 }

Modified: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.cc	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.cc	2015-09-24 11:23:47 UTC (rev 10592)
@@ -87,6 +87,17 @@
 
     /**
     @brief
+        Get the material of the BillboardProjectile.
+    @return
+        The material name.
+    */
+    const std::string& BillboardProjectile::getMaterial()
+    {
+        return this->billboard_.getMaterial();
+    }
+
+    /**
+    @brief
         Is called when the visibility of the BillboardProjectile has changed.
     */
     void BillboardProjectile::changedVisibility()

Modified: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.h	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/BillboardProjectile.h	2015-09-24 11:23:47 UTC (rev 10592)
@@ -59,6 +59,7 @@
 
             virtual void setColour(const ColourValue& colour);
             virtual void setMaterial(const std::string& material);
+            virtual const std::string& getMaterial();
             virtual void changedVisibility();
 
         private:

Modified: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/CMakeLists.txt	2015-09-24 11:23:47 UTC (rev 10592)
@@ -4,6 +4,8 @@
   ParticleProjectile.cc
   Projectile.cc
   LightningGunProjectile.cc
+  SplitGunProjectile.cc
   Rocket.cc
   SimpleRocket.cc
+  SplitGunProjectile.cc
 )

Added: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc	                        (rev 0)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.cc	2015-09-24 11:23:47 UTC (rev 10592)
@@ -0,0 +1,139 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Smely
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+/**
+    @file SplitGunProjectile.h
+    @brief Implementation of the SplitGunProjectile class.
+*/
+
+#include "SplitGunProjectile.h"
+
+#include "core/CoreIncludes.h"
+#include "core/command/Executor.h"
+#include "util/Convert.h"
+#include "util/Math.h"
+
+namespace orxonox
+{
+    RegisterClass(SplitGunProjectile);
+
+    SplitGunProjectile::SplitGunProjectile(Context* context) : BillboardProjectile(context)
+    {
+        RegisterObject(SplitGunProjectile);
+
+        this->numberOfSplits_ = 0;
+        this->numberOfChilds_ = 0;
+        this->splitTime_ = 1.0;     
+        this->spread_ = 0.2;
+    }
+
+    void SplitGunProjectile::setNumberOfSplits(int numberOfSplits)
+    {
+        if (numberOfSplits >= 0)
+        {
+            this->numberOfSplits_ = numberOfSplits;
+        }
+        else
+        {
+            this->numberOfSplits_ = 0;
+        }
+    }
+
+    void SplitGunProjectile::setNumberOfChilds(int numberOfChilds)
+    {
+        if (numberOfChilds >= 0)
+        {
+            this->numberOfChilds_ = numberOfChilds;
+        }
+        else
+        {
+            this->numberOfChilds_ = 0;
+        }
+    }
+
+    void SplitGunProjectile::setSplitTime(float splitTime)
+    {
+        if (splitTime >= 0)
+        {
+            this->splitTime_ = splitTime;
+            this->textureTimer_.setTimer(this->splitTime_, false, createExecutor(createFunctor(&SplitGunProjectile::split, this)));
+        }
+        else
+        {
+            this->splitTime_ = 0;
+        }
+    }
+
+    void SplitGunProjectile::setSpread(float spread)
+    {
+        spread_ = spread;
+    }
+
+    void SplitGunProjectile::split()
+    {
+        if (numberOfSplits_ > 0)
+        {
+            -- numberOfSplits_;
+
+            // Calculate a normalized vector (velocityOffset) that is perpendicluar to the velocity of this projectile. Since there are infinitly many perpendicular vectors a random one is chosen.
+            Vector3 velocityInitial = this->getVelocity();
+            Vector3 velocityOffset = velocityInitial.perpendicular();
+            velocityOffset.normalise();
+            Degree angle = Degree(rnd(0,360));
+            velocityOffset = Quaternion(angle, velocityInitial.normalisedCopy()) * velocityOffset;
+            velocityOffset.normalise();
+
+            // Create as many childs as defined by numberOfChilds_
+            for (int i = 0; i < numberOfChilds_; ++i)
+            {
+                // Every child projectile should fly uniform in different directions -> Rotate the velocityOffset in every iteration
+                velocityOffset = Quaternion(Degree(360/numberOfChilds_), velocityInitial.normalisedCopy()) * velocityOffset;
+                velocityOffset.normalise();
+
+                SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());                
+
+                projectile->setMaterial(this->getMaterial());
+                projectile->setOrientation(this->getOrientation());
+                projectile->setPosition(this->getPosition());
+                projectile->setVelocity(velocityInitial + spread_*velocityOffset*velocityInitial.length());
+
+                projectile->setNumberOfSplits(this->numberOfSplits_);
+                projectile->setNumberOfChilds(this->numberOfChilds_);
+                projectile->setSplitTime(this->splitTime_);
+                projectile->setSpread(this->spread_);
+
+                projectile->setShooter(this->getShooter());
+                projectile->setDamage(this->getDamage());
+                projectile->setShieldDamage(this->getShieldDamage());
+                projectile->setHealthDamage(this->getHealthDamage());                
+            }
+
+            numberOfSplits_ = 0;
+        }
+    }
+}

Added: code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h	                        (rev 0)
+++ code/branches/towerdefenseFabien/src/modules/weapons/projectiles/SplitGunProjectile.h	2015-09-24 11:23:47 UTC (rev 10592)
@@ -0,0 +1,76 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Smely
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+/**
+    @file SplitGunProjectile.h
+    @brief Definition of the SplitGunProjectile class.
+*/
+
+#ifndef _SplitGunProjectile_H__
+#define _SplitGunProjectile_H__
+
+#include "weapons/WeaponsPrereqs.h"
+
+#include <string>
+#include "tools/Timer.h"
+#include "BillboardProjectile.h"
+
+namespace orxonox
+{
+
+    /**
+    @brief
+        The SplitGunProjectile is a projectile that is represented by a looped series of billboards.
+        
+    @author
+        Joel Smely
+    @ingroup WeaponsProjectiles
+    */
+    class _WeaponsExport SplitGunProjectile : public BillboardProjectile
+    {
+        public:
+            SplitGunProjectile(Context* context);
+            virtual ~SplitGunProjectile() {}
+
+            virtual void setNumberOfSplits(int numberOfSplits);
+            virtual void setNumberOfChilds(int numberOfChilds);
+            virtual void setSplitTime(float splitTime);
+            virtual void setSpread(float spread);
+
+        private:            
+            int numberOfSplits_;
+            int numberOfChilds_;
+            float splitTime_;
+            float spread_;
+            Timer textureTimer_;
+
+            virtual void split();            
+    };
+}
+
+#endif /* _SplitGunProjectile_H__ */

Modified: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt	2015-09-17 13:32:50 UTC (rev 10591)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/CMakeLists.txt	2015-09-24 11:23:47 UTC (rev 10592)
@@ -4,6 +4,7 @@
   LaserFire.cc
   HsW01.cc
   LightningGun.cc
+  SplitGun.cc
   RocketFire.cc
   SimpleRocketFire.cc
 )

Added: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc	                        (rev 0)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.cc	2015-09-24 11:23:47 UTC (rev 10592)
@@ -0,0 +1,107 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Smely
+ *   Co-authors:
+ *      simonmie
+ *
+ */
+
+/**
+    @file SplitGun.h
+    @brief Implementation of the SplitGun class.
+*/
+
+#include "SplitGun.h"
+
+#include "core/CoreIncludes.h"
+#include "core/XMLPort.h"    
+#include "weaponsystem/Weapon.h"
+#include "weaponsystem/WeaponPack.h"
+#include "weaponsystem/WeaponSystem.h"
+#include "worldentities/pawns/Pawn.h"
+
+#include "weapons/projectiles/SplitGunProjectile.h"
+
+namespace orxonox
+{
+    RegisterClass(SplitGun);
+
+    SplitGun::SplitGun(Context* context) : WeaponMode(context)
+    {
+        RegisterObject(SplitGun);
+
+        this->reloadTime_ = 1.0f;
+        this->damage_ = 0.0f;
+        this->speed_ = 750.0f;
+        this->numberOfSplits_ = 2;
+        this->numberOfChilds_ = 3;
+        this->splitTime_ = 0.3;
+        this->spread_ = 0.1;
+
+        this->setMunitionName("LaserMunition");
+        this->setDefaultSound("sounds/Weapon_LightningGun.ogg");
+    }
+
+    SplitGun::~SplitGun()
+    {
+    }
+
+    /**
+    @brief
+        XMLPort for the SplitGun. You can define how often the projectiles split, how many childs should be created per split and the time between two splits.
+    */
+    void SplitGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    {
+        SUPER(SplitGun, XMLPort, xmlelement, mode);
+
+        XMLPortParam(SplitGun, "numberofsplits", setNumberOfSplits, getNumberOfSplits, xmlelement, mode);
+        XMLPortParam(SplitGun, "numberofchilds", setNumberOfChilds, getNumberOfChilds, xmlelement, mode);
+        XMLPortParam(SplitGun, "splittime", setSplitTime, getSplitTime, xmlelement, mode);
+        XMLPortParam(SplitGun, "spread", setSpread, getSpread, xmlelement, mode);
+    }
+
+    /**
+    @brief
+        Fires the weapon. Creates a projectile and fires it.
+    */
+    void SplitGun::fire()
+    {
+        SplitGunProjectile* projectile = new SplitGunProjectile(this->getContext());
+        projectile->setMaterial("Flares/energyflare");
+
+        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
+        projectile->setOrientation(this->getMuzzleOrientation());
+        projectile->setPosition(this->getMuzzlePosition());
+        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
+
+        projectile->setNumberOfSplits(getNumberOfSplits());
+        projectile->setNumberOfChilds(getNumberOfChilds());
+        projectile->setSplitTime(getSplitTime());
+        projectile->setSpread(getSpread());
+
+        projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
+        projectile->setDamage(this->getDamage());
+        projectile->setShieldDamage(this->getShieldDamage());
+        projectile->setHealthDamage(this->getHealthDamage());
+    }
+}

Added: code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h
===================================================================
--- code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h	                        (rev 0)
+++ code/branches/towerdefenseFabien/src/modules/weapons/weaponmodes/SplitGun.h	2015-09-24 11:23:47 UTC (rev 10592)
@@ -0,0 +1,85 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Joel Smely
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+/**
+    @file SplitGun.h
+    @brief Definition of the SplitGun class.
+*/
+
+#ifndef _SplitGun_H__
+#define _SplitGun_H__
+
+#include "weapons/WeaponsPrereqs.h"
+#include "weaponsystem/WeaponMode.h"
+
+namespace orxonox
+{
+
+    /**
+    @brief
+        A slow ball of lightning.
+    @author
+        Joel Smely
+    @ingroup WeaponsWeaponModes
+    */
+    class _WeaponsExport SplitGun : public WeaponMode
+    {
+        public:
+            SplitGun(Context* context);
+            virtual ~SplitGun();
+
+            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
+            virtual void fire();
+
+            inline void setNumberOfSplits(int numberOfSplits)
+                { this->numberOfSplits_ = numberOfSplits; }
+            inline int getNumberOfSplits() const
+                { return this->numberOfSplits_; }
+            inline void setNumberOfChilds(int numberOfChilds)
+                { this->numberOfChilds_ = numberOfChilds; }
+            inline int getNumberOfChilds() const
+                { return this->numberOfChilds_; }
+            inline void setSplitTime(float splitTime)
+                { this->splitTime_ = splitTime; }
+            inline float getSplitTime() const
+                { return this->splitTime_; }
+            inline void setSpread(float spread)
+                { this->spread_ = spread; }
+            inline float getSpread() const
+                { return this->spread_; }
+
+       private:
+            float speed_; //!< The speed of the fired projectile.
+            int numberOfSplits_;
+            int numberOfChilds_;
+            float splitTime_;
+            float spread_;
+    };
+}
+
+#endif /* _SplitGun_H__ */




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