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source: code/branches/sound3/src/modules/weapons/weaponmodes/HsW01.cc @ 6227

Last change on this file since 6227 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: 3.3 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 "HsW01.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(HsW01);
45
46    HsW01::HsW01(BaseObject* creator) : WeaponMode(creator)
47    {
48        RegisterObject(HsW01);
49
50        this->reloadTime_ = 0.25;
51        this->damage_ = 15;
52        this->speed_ = 2500;
53        this->delay_ = 0;
54        this->setMunitionName("LaserMunition");
55
56        this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&HsW01::shot, this)));
57        this->delayTimer_.stopTimer();
58    }
59
60    void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode)
61    {
62        SUPER(HsW01, XMLPort, xmlelement, mode);
63
64        XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode);
65        XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode);
66
67    }
68
69    void HsW01::setMaterial(const std::string& material)
70    {
71        this->material_ = material;
72    }
73
74    std::string& HsW01::getMaterial()
75    {
76        return this->material_;
77    }
78
79    void HsW01::setDelay(float d)
80    {
81        this->delay_ = d;
82        this->delayTimer_.setInterval(this->delay_);
83    }
84
85    float HsW01::getDelay() const
86    {
87        return this->delay_;
88    }
89
90    void HsW01::fire()
91    {
92        this->delayTimer_.startTimer();
93    }
94
95    void HsW01::muendungsfeuer()
96    {
97        MuzzleFlash *muzzleFlash = new MuzzleFlash(this);
98        this->getWeapon()->attach(muzzleFlash);
99        muzzleFlash->setPosition(this->getMuzzleOffset());
100        muzzleFlash->setMaterial(this->material_);
101    }
102
103    void HsW01::shot()
104    {
105        Projectile* projectile = new Projectile(this);
106        Model* model = new Model(projectile);
107        model->setMeshSource("laserbeam.mesh");
108        model->setCastShadows(false);
109        projectile->attach(model);
110        model->setScale(5);
111
112        projectile->setOrientation(this->getMuzzleOrientation());
113        projectile->setPosition(this->getMuzzlePosition());
114        projectile->setVelocity(this->getMuzzleDirection() * this->speed_);
115
116        projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
117        projectile->setDamage(this->getDamage());
118
119        HsW01::muendungsfeuer();
120    }
121}
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