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source: orxonox.OLD/trunk/src/world_entities/weapons/laser_cannon.cc @ 10566

Last change on this file since 10566 was 10415, checked in by patrick, 18 years ago

changed the path names to reflect the new data repos

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
12   main-programmer: Patrick Boenzli
13   co-programmer:
14
15
16   @todo: direction in which the projectile flights
17   @todo: a target to set/hit
18*/
19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
21#include "laser_cannon.h"
22#include "world_entities/projectiles/projectile.h"
23
24#include "world_entity.h"
25#include "static_model.h"
26#include "weapon_manager.h"
27#include "util/loading/factory.h"
28
29#include "animation3d.h"
30
31#include "loading/fast_factory.h"
32
33
34ObjectListDefinition(LaserCannon);
35CREATE_FACTORY(LaserCannon);
36
37LaserCannon::LaserCannon(const TiXmlElement* root)
38{
39  this->init();
40  if (root != NULL)
41    this->loadParams(root);
42}
43
44/**
45 *  standard deconstructor
46*/
47LaserCannon::~LaserCannon ()
48{
49  // model will be deleted from WorldEntity-destructor
50}
51
52
53void LaserCannon::init()
54{
55  this->registerObject(this, LaserCannon::_objectList);
56
57//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/laser_cannon.obj", OBJ, RP_CAMPAIGN);
58
59  this->loadModel("models/guns/lasercannon.obj", 5.0f);
60
61  this->setStateDuration(WS_SHOOTING, .1);
62  this->setStateDuration(WS_RELOADING, .1);
63  this->setStateDuration(WS_ACTIVATING, .4);
64  this->setStateDuration(WS_DEACTIVATING, .4);
65
66  this->setEnergyMax(10000);
67  this->increaseEnergy(10000);
68  //this->minCharge = 2;
69
70  this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav");
71  this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");
72
73
74  this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
75  this->setProjectileTypeC("RailProjectile");
76  this->prepareProjectiles(100);
77  this->setEmissionPoint(Vector(2.8,0,0) * 5.0);
78}
79
80
81void LaserCannon::loadParams(const TiXmlElement* root)
82{
83  Weapon::loadParams(root);
84
85}
86
87
88/**
89 *  this activates the weapon
90
91   This is needed, since there can be more than one weapon on a ship. the
92   activation can be connected with an animation. for example the weapon is
93   been armed out.
94*/
95void LaserCannon::activate()
96{
97}
98
99
100/**
101 *  this deactivates the weapon
102
103   This is needed, since there can be more than one weapon on a ship. the
104   activation can be connected with an animation. for example the weapon is
105   been armed out.
106*/
107void LaserCannon::deactivate()
108{
109}
110
111
112/**
113 *  fires the weapon
114
115   this is called from the player.cc, when fire-button is been pushed
116   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
117*/
118void LaserCannon::fire()
119{
120  Projectile* pj =  this->getProjectile();
121  if (pj == NULL)
122    return;
123
124  // make this to let the onKill(...) fuction get the stuff
125  pj->setOwner(this->getOwner());
126
127  pj->setParent(PNode::getNullParent());
128
129  pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5));
130
131  pj->setAbsCoor(this->getEmissionPoint());
132  pj->setAbsDir(this->getAbsDir());
133  pj->activate();
134}
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