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source: code/branches/output/src/modules/weapons/weaponmodes/HsW01.cc @ 9215

Last change on this file since 9215 was 8706, checked in by dafrick, 14 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 4.2 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 *      simonmie
26 *
27 */
28
29#include "HsW01.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "core/command/Executor.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#include "worldentities/WorldEntity.h"
42#include "worldentities/pawns/Pawn.h"
43
44namespace orxonox
45{
46    CreateFactory(HsW01);
47
48    HsW01::HsW01(BaseObject* creator) : WeaponMode(creator)
49    {
50        RegisterObject(HsW01);
51
52        this->reloadTime_ = 0.25;
53        this->damage_ = 0; //default 15
54        this->speed_ = 2500;
55        this->delay_ = 0;
56        this->setMunitionName("LaserMunition");
57
58        this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&HsW01::shot, this)));
59        this->delayTimer_.stopTimer();
60
61        this->setDefaultSound("sounds/Weapon_HsW01.ogg");
62    }
63
64    HsW01::~HsW01()
65    {
66    }
67
68    void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(HsW01, XMLPort, xmlelement, mode);
71
72        XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode);
73        XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode);
74
75    }
76
77    void HsW01::setMaterial(const std::string& material)
78    {
79        this->material_ = material;
80    }
81
82    std::string& HsW01::getMaterial()
83    {
84        return this->material_;
85    }
86
87    void HsW01::setDelay(float d)
88    {
89        this->delay_ = d;
90        this->delayTimer_.setInterval(this->delay_);
91    }
92
93    float HsW01::getDelay() const
94    {
95        return this->delay_;
96    }
97
98    void HsW01::fire()
99    {
100        this->delayTimer_.startTimer();
101    }
102
103    void HsW01::muendungsfeuer()
104    {
105        MuzzleFlash *muzzleFlash = new MuzzleFlash(this);
106        this->getWeapon()->attach(muzzleFlash);
107        muzzleFlash->setPosition(this->getMuzzleOffset());
108        muzzleFlash->setMaterial(this->material_);
109    }
110
111    /* Creates the projectile object, sets its properties to the HsW01 properties, calls muendungsfeuer()
112     */
113    void HsW01::shot()
114    {
115        assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() );
116        Projectile* projectile = new Projectile(this);
117        Model* model = new Model(projectile);
118        model->setMeshSource("laserbeam.mesh");
119        model->setCastShadows(false);
120        projectile->attach(model);
121        model->setScale(5);
122
123        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
124        projectile->setOrientation(this->getMuzzleOrientation());
125        projectile->setPosition(this->getMuzzlePosition());
126        projectile->setVelocity(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getVelocity() + this->getMuzzleDirection() * this->speed_);
127
128        projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
129        projectile->setDamage(this->getDamage());
130        projectile->setShieldDamage(this->getShieldDamage());
131        projectile->setHealthDamage(this->getHealthDamage());
132
133        HsW01::muendungsfeuer();
134    }
135}
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