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source: code/branches/gameimmersion/src/modules/weapons/weaponmodes/HsW01.cc @ 8492

Last change on this file since 8492 was 8492, checked in by simonmie, 13 years ago

New Shield effect added (from tibork), first working BasicProjectile class, changes in weapon classes to fit new BasicProjectile system, some spam messages in Pawn.cc removed

  • Property svn:eol-style set to native
File size: 4.0 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/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_ = 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    void HsW01::shot()
112    {
113        assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() );
114        Projectile* projectile = new Projectile(this);
115        Model* model = new Model(projectile);
116        model->setMeshSource("laserbeam.mesh");
117        model->setCastShadows(false);
118        projectile->attach(model);
119        model->setScale(5);
120
121        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
122        projectile->setOrientation(this->getMuzzleOrientation());
123        projectile->setPosition(this->getMuzzlePosition());
124        projectile->setVelocity(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getVelocity() + this->getMuzzleDirection() * this->speed_);
125
126        projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
127        projectile->setDamage(this->getDamage());
128        projectile->setShieldDamage(this->getShieldDamage());
129        projectile->setHealthDamage(this->getHealthDamage());
130
131        HsW01::muendungsfeuer();
132    }
133}
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