/* * 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: * Hagen Seifert * Co-authors: * simonmie * */ /** @file EnergyDrink.h @brief Implementation of the EnergyDrink class. */ #include "EnergyDrink.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "core/command/Executor.h" #include "graphics/Model.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/pawns/Pawn.h" #include "weapons/projectiles/Projectile.h" #include "weapons/MuzzleFlash.h" namespace orxonox { RegisterClass(EnergyDrink); EnergyDrink::EnergyDrink(Context* context) : WeaponMode(context) { RegisterObject(EnergyDrink); this->reloadTime_ = 0.25f; this->damage_ = 0.0f; this->speed_ = 750.0f; this->delay_ = 0.0f; this->setMunitionName("FusionMunition"); this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&EnergyDrink::shot, this))); this->delayTimer_.stopTimer(); } void EnergyDrink::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(EnergyDrink, XMLPort, xmlelement, mode); XMLPortParam(EnergyDrink, "delay", setDelay, getDelay, xmlelement, mode); XMLPortParam(EnergyDrink, "material", setMaterial, getMaterial, xmlelement, mode); } /** @brief Sets the delay with which is fired. @param delay The delay in seconds. */ void EnergyDrink::setDelay(float delay) { this->delay_ = delay; this->delayTimer_.setInterval(this->delay_); } /** @brief Fires the weapon. */ void EnergyDrink::fire() { this->delayTimer_.startTimer(); } /** @brief Executes the shot, be creating the projectile and sending it on its way. */ void EnergyDrink::shot() { // Create the projectile Projectile* projectile = new Projectile(this->getContext()); Model* model = new Model(projectile->getContext()); model->setMeshSource("can.mesh"); model->setCastShadows(false); projectile->attach(model); model->setScale(5); this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(this->getMuzzleDirection() * this->speed_); projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); projectile->setHealthDamage(this->getHealthDamage()); // Display a muzzle flash. this->muzzleflash(); } /** @brief Displays a muzzle flash. */ void EnergyDrink::muzzleflash() { MuzzleFlash *muzzleFlash = new MuzzleFlash(this->getContext()); this->getWeapon()->attach(muzzleFlash); muzzleFlash->setPosition(this->getMuzzleOffset()); muzzleFlash->setMaterial(this->material_); } }