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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/weapons/LaserGun.cc @ 2145

Last change on this file since 2145 was 2145, checked in by polakma, 15 years ago

added firemodes and a lot of other things

  • Property svn:eol-style set to native
File size: 2.5 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 *      Martin Polak
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "util/Debug.h"
35
36
37namespace orxonox
38{
39    LaserGun::LaserGun(BaseObject* creator) : Weapon(creator)
40    {
41        RegisterObject(LaserGun);
42
43        this->attachNeededMunition();
44
45        //set weapon properties here
46        this->projectileColor_ = ColourValue(1.0, 1.0, 0.5)
47        this->loadingTime_ = 0.5;
48    }
49
50    LaserGun::~LaserGun()
51    {
52    }
53
54    LaserGun::fire()
55    {
56        if { this->weaponReadyToShoot_ }
57        {
58            this->weaponReadyToShoot_ = false;
59            //take munition
60            //this->pointerToMunition_->
61
62            this->reloadTimer_.setTimer( loadingTime_ , false , this , &this->reloaded );
63
64            BillboardProjectile* projectile = new ParticleProjectile(this);
65            projectile->setColour(this->getProjectileColour());
66        }
67        else
68        {
69            //actions, when weapon is not reloaded
70        }
71    }
72
73    void LaserGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
74    {
75
76    }
77
78    ColorValue LaserGun::getProjectileColor()
79    {
80        return projectileColor_;
81    }
82
83    void attachNeededMunition(Munition *pointerToMunition)
84    {
85        //if munition type already exist attach it, else create a new one of this type and attach it to the weapon and to the WeaponSystem
86        if ( this->parentWeaponSystem_->munitionSet_[laserGunMunition] )
87            this->pointerToMunition_ = pointerToMunition;
88        else
89        {
90            this->pointerToMunition_ = new LaserGunMunition;
91
92        }
93    }
94}
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