/* * ORXONOX - the hottest 3D action shooter ever to exist * * * 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: * Reto Grieder * Co-authors: * ... * */ #include "OgreMath.h" #include "OgreVector3.h" #include "OgreStringConverter.h" #include "OgreSceneNode.h" #include "OgreEntity.h" #include "OgreSceneManager.h" #include "orxonox/inertial_node.h" #include "orxonox/run_manager.h" #include "bullet.h" #include "bullet_manager.h" #include "ammunition_dump.h" #include "base_weapon.h" namespace orxonox { namespace weapon { using namespace Ogre; BaseWeapon::BaseWeapon(InertialNode *node, AmmunitionDump *ammoDump) : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()), node_(node), bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE), secondaryFireRequest_(false), bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()), secondaryFired_(false), timeSinceNextActionAdded_(0), actionAdded_(false), nextAction_(NOTHING), ammoDump_(ammoDump) { leftAmmo_ = 0; } BaseWeapon::~BaseWeapon() { } bool BaseWeapon::addAction(const Action act) { if (nextAction_ == NOTHING) { nextAction_ = act; actionAdded_ = true; return true; } else return false; } void BaseWeapon::primaryFireRequest() { primaryFireRequest_ = true; } void BaseWeapon::secondaryFireRequest() { secondaryFireRequest_ = true; } bool BaseWeapon::tick(unsigned long time, Real deltaTime) { // process action adder if (actionAdded_) { timeSinceNextActionAdded_ = time; actionAdded_ = false; } if (currentState_ != IDLE) { switch (currentState_) { case PRIMARY_FIRE: primaryFiring((unsigned int)(time - actionStartTime_)); break; case SECONDARY_FIRE: secondaryFiring((unsigned int)(time - actionStartTime_)); break; case RELOADING: break; case CHANGING_AMMO: break; } } if (currentState_ == IDLE) { // first, process next action if (nextAction_ != NOTHING) { actionStartTime_ = time; switch (nextAction_) { case RELOAD: leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_); break; case CHANGE_AMMO: break; case SPECIAL: break; default: break; } // pay attention when multithreaded! nextAction_ = NOTHING; } else { // secondly, execute firing if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_)) { actionStartTime_ = time; currentState_ = PRIMARY_FIRE; secondaryFired_ = false; primaryFire(); } else if (secondaryFireRequest_) { actionStartTime_ = time; currentState_ = SECONDARY_FIRE; secondaryFired_ = true; secondaryFire(); } } } primaryFireRequest_ = false; secondaryFireRequest_ = false; if (time - timeSinceNextActionAdded_ > nextActionValidityPeriod_) nextAction_ = NOTHING; return true; } int BaseWeapon::getAmmoState() { return leftAmmo_; } } }