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source: code/branches/presentation2/src/modules/weapons/weaponmodes/HsW01.cc @ 6245

Last change on this file since 6245 was 6245, checked in by youngk, 14 years ago

Implemented Firing sounds in Weapons HsW01, LightningGun and RocketFire. Engine and Explosion sounds for the Rocket are not yet implemented.
From now on, when creating a new sound for a weapon, just insert "this→setDefaultSound(PATH_TO_FILE)" into the constructor of the weapon.

Sound Files for HsW01 and LightningGun will be available in a couple of minutes

  • Property svn:eol-style set to native
File size: 3.8 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#include "worldentities/WorldEntity.h"
42#include "worldentities/pawns/Pawn.h"
43
44#include "sound/WorldSound.h"
45
46namespace orxonox
47{
48    CreateFactory(HsW01);
49
50    HsW01::HsW01(BaseObject* creator) : WeaponMode(creator)
51    {
52        RegisterObject(HsW01);
53
54        this->reloadTime_ = 0.25;
55        this->damage_ = 15;
56        this->speed_ = 2500;
57        this->delay_ = 0;
58        this->setMunitionName("LaserMunition");
59
60        this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&HsW01::shot, this)));
61        this->delayTimer_.stopTimer();
62
63        this->setDefaultSound("sounds/Weapon_HsW01.ogg");
64    }
65
66    HsW01::~HsW01()
67    {
68    }
69
70    void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(HsW01, XMLPort, xmlelement, mode);
73
74        XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode);
75        XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode);
76
77    }
78
79    void HsW01::setMaterial(const std::string& material)
80    {
81        this->material_ = material;
82    }
83
84    std::string& HsW01::getMaterial()
85    {
86        return this->material_;
87    }
88
89    void HsW01::setDelay(float d)
90    {
91        this->delay_ = d;
92        this->delayTimer_.setInterval(this->delay_);
93    }
94
95    float HsW01::getDelay() const
96    {
97        return this->delay_;
98    }
99
100    void HsW01::fire()
101    {
102        this->delayTimer_.startTimer();
103    }
104
105    void HsW01::muendungsfeuer()
106    {
107        MuzzleFlash *muzzleFlash = new MuzzleFlash(this);
108        this->getWeapon()->attach(muzzleFlash);
109        muzzleFlash->setPosition(this->getMuzzleOffset());
110        muzzleFlash->setMaterial(this->material_);
111    }
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->getMuzzleDirection() * this->speed_);
127
128        projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
129        projectile->setDamage(this->getDamage());
130
131        HsW01::muendungsfeuer();
132    }
133}
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