/* * 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: * ... * */ #include "HsW01.h" #include "core/CoreIncludes.h" #include "core/Executor.h" #include "core/XMLPort.h" #include "graphics/Model.h" #include "weapons/projectiles/Projectile.h" #include "weapons/MuzzleFlash.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/WorldEntity.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { CreateFactory(HsW01); HsW01::HsW01(BaseObject* creator) : WeaponMode(creator) { RegisterObject(HsW01); this->reloadTime_ = 0.25; this->damage_ = 15; this->speed_ = 2500; this->delay_ = 0; this->setMunitionName("LaserMunition"); this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&HsW01::shot, this))); this->delayTimer_.stopTimer(); this->setDefaultSound("sounds/Weapon_HsW01.ogg"); } HsW01::~HsW01() { } void HsW01::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(HsW01, XMLPort, xmlelement, mode); XMLPortParam(HsW01, "delay", setDelay, getDelay, xmlelement, mode); XMLPortParam(HsW01, "material", setMaterial, getMaterial, xmlelement, mode); } void HsW01::setMaterial(const std::string& material) { this->material_ = material; } std::string& HsW01::getMaterial() { return this->material_; } void HsW01::setDelay(float d) { this->delay_ = d; this->delayTimer_.setInterval(this->delay_); } float HsW01::getDelay() const { return this->delay_; } void HsW01::fire() { this->delayTimer_.startTimer(); } void HsW01::muendungsfeuer() { MuzzleFlash *muzzleFlash = new MuzzleFlash(this); this->getWeapon()->attach(muzzleFlash); muzzleFlash->setPosition(this->getMuzzleOffset()); muzzleFlash->setMaterial(this->material_); } void HsW01::shot() { assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() ); Projectile* projectile = new Projectile(this); Model* model = new Model(projectile); model->setMeshSource("laserbeam.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->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); HsW01::muendungsfeuer(); } }