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source: code/branches/gamestate/src/modules/weapons/weaponmodes/EnergyDrink.cc @ 6660

Last change on this file since 6660 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 3.4 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 *   Author:
23 *      Hagen Seifert
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "EnergyDrink.h"
30
31#include "core/CoreIncludes.h"
32#include "core/Executor.h"
33#include "core/XMLPort.h"
34#include "graphics/Model.h"
35
36#include "weapons/projectiles/Projectile.h"
37#include "weapons/MuzzleFlash.h"
38#include "weaponsystem/Weapon.h"
39#include "weaponsystem/WeaponPack.h"
40#include "weaponsystem/WeaponSystem.h"
41
42namespace orxonox
43{
44    CreateFactory(EnergyDrink);
45
46    EnergyDrink::EnergyDrink(BaseObject* creator) : WeaponMode(creator)
47    {
48        RegisterObject(EnergyDrink);
49
50        this->reloadTime_ = 0.25;
51        this->damage_ = 15;
52        this->speed_ = 2500;
53        this->delay_ = 0;
54        this->setMunitionName("FusionMunition");
55
56        this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&EnergyDrink::shot, this)));
57        this->delayTimer_.stopTimer();
58    }
59
60    void EnergyDrink::XMLPort(Element& xmlelement, XMLPort::Mode mode)
61    {
62        SUPER(EnergyDrink, XMLPort, xmlelement, mode);
63
64        XMLPortParam(EnergyDrink, "delay", setDelay, getDelay, xmlelement, mode);
65        XMLPortParam(EnergyDrink, "material", setMaterial, getMaterial, xmlelement, mode);
66
67    }
68
69    void EnergyDrink::setMaterial(const std::string& material)
70    {
71        this->material_ = material;
72    }
73
74    void EnergyDrink::setDelay(float d)
75    {
76        this->delay_ = d;
77        this->delayTimer_.setInterval(this->delay_);
78    }
79
80    float EnergyDrink::getDelay() const
81    {
82        return this->delay_;
83    }
84
85    void EnergyDrink::fire()
86    {
87        this->delayTimer_.startTimer();
88    }
89
90    void EnergyDrink::muendungsfeuer()
91    {
92        MuzzleFlash *muzzleFlash = new MuzzleFlash(this);
93        this->getWeapon()->attach(muzzleFlash);
94        muzzleFlash->setPosition(this->getMuzzleOffset());
95        muzzleFlash->setMaterial(this->material_);
96    }
97
98    void EnergyDrink::shot()
99    {
100        Projectile* projectile = new Projectile(this);
101        Model* model = new Model(projectile);
102        model->setMeshSource("can.mesh");
103        model->setCastShadows(false);
104        projectile->attach(model);
105        model->setScale(5);
106
107        projectile->setOrientation(this->getMuzzleOrientation());
108        projectile->setPosition(this->getMuzzlePosition());
109        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
110
111        projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
112        projectile->setDamage(this->getDamage());
113
114        EnergyDrink::muendungsfeuer();
115    }
116}
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