1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software; you can redistribute it and/or |
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8 | * modify it under the terms of the GNU General Public License |
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9 | * as published by the Free Software Foundation; either version 2 |
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10 | * of the License, or (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program; if not, write to the Free Software |
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19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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20 | * |
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21 | * Author: |
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22 | * Reto Grieder |
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23 | * Co-authors: |
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24 | * ... |
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25 | * |
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26 | */ |
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27 | |
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28 | #include "OgreMath.h" |
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29 | #include "OgreVector3.h" |
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30 | #include "OgreStringConverter.h" |
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31 | #include "OgreSceneNode.h" |
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32 | #include "OgreEntity.h" |
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33 | #include "OgreSceneManager.h" |
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34 | |
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35 | #include "orxonox/inertial_node.h" |
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36 | #include "orxonox/run_manager.h" |
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37 | |
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38 | #include "bullet.h" |
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39 | #include "bullet_manager.h" |
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40 | #include "ammunition_dump.h" |
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41 | |
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42 | #include "base_weapon.h" |
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43 | |
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44 | |
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45 | namespace orxonox { |
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46 | namespace weapon { |
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47 | using namespace Ogre; |
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48 | |
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49 | BaseWeapon::BaseWeapon(InertialNode *node, AmmunitionDump *ammoDump) |
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50 | : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()), node_(node), |
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51 | bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE), |
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52 | secondaryFireRequest_(false), |
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53 | bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()), |
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54 | secondaryFired_(false), |
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55 | timeSinceNextActionAdded_(0), actionAdded_(false), nextAction_(NOTHING), |
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56 | ammoDump_(ammoDump) |
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57 | { |
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58 | leftAmmo_ = 0; |
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59 | } |
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60 | |
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61 | |
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62 | BaseWeapon::~BaseWeapon() |
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63 | { |
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64 | } |
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65 | |
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66 | |
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67 | bool BaseWeapon::addAction(const Action act) |
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68 | { |
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69 | if (nextAction_ == NOTHING) |
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70 | { |
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71 | nextAction_ = act; |
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72 | actionAdded_ = true; |
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73 | return true; |
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74 | } |
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75 | else |
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76 | return false; |
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77 | } |
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78 | |
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79 | |
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80 | void BaseWeapon::primaryFireRequest() |
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81 | { |
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82 | primaryFireRequest_ = true; |
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83 | } |
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84 | |
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85 | |
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86 | void BaseWeapon::secondaryFireRequest() |
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87 | { |
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88 | secondaryFireRequest_ = true; |
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89 | } |
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90 | |
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91 | |
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92 | bool BaseWeapon::tick(unsigned long time, Real deltaTime) |
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93 | { |
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94 | // process action adder |
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95 | if (actionAdded_) |
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96 | { |
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97 | timeSinceNextActionAdded_ = time; |
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98 | actionAdded_ = false; |
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99 | } |
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100 | |
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101 | if (currentState_ != IDLE) |
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102 | { |
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103 | switch (currentState_) |
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104 | { |
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105 | case PRIMARY_FIRE: |
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106 | primaryFiring((unsigned int)(time - actionStartTime_)); |
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107 | break; |
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108 | |
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109 | case SECONDARY_FIRE: |
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110 | secondaryFiring((unsigned int)(time - actionStartTime_)); |
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111 | break; |
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112 | |
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113 | case RELOADING: |
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114 | break; |
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115 | |
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116 | case CHANGING_AMMO: |
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117 | break; |
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118 | } |
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119 | } |
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120 | |
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121 | if (currentState_ == IDLE) |
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122 | { |
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123 | // first, process next action |
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124 | if (nextAction_ != NOTHING) |
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125 | { |
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126 | actionStartTime_ = time; |
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127 | switch (nextAction_) |
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128 | { |
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129 | case RELOAD: |
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130 | leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_); |
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131 | break; |
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132 | |
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133 | case CHANGE_AMMO: |
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134 | break; |
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135 | |
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136 | case SPECIAL: |
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137 | break; |
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138 | |
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139 | default: |
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140 | break; |
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141 | } |
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142 | |
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143 | // pay attention when multithreaded! |
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144 | nextAction_ = NOTHING; |
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145 | } |
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146 | else |
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147 | { |
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148 | // secondly, execute firing |
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149 | if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_)) |
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150 | { |
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151 | actionStartTime_ = time; |
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152 | currentState_ = PRIMARY_FIRE; |
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153 | secondaryFired_ = false; |
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154 | primaryFire(); |
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155 | } |
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156 | else if (secondaryFireRequest_) |
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157 | { |
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158 | actionStartTime_ = time; |
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159 | currentState_ = SECONDARY_FIRE; |
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160 | secondaryFired_ = true; |
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161 | secondaryFire(); |
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162 | } |
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163 | } |
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164 | } |
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165 | |
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166 | primaryFireRequest_ = false; |
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167 | secondaryFireRequest_ = false; |
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168 | |
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169 | if (time - timeSinceNextActionAdded_ > nextActionValidityPeriod_) |
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170 | nextAction_ = NOTHING; |
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171 | |
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172 | return true; |
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173 | } |
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174 | |
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175 | |
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176 | int BaseWeapon::getAmmoState() |
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177 | { |
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178 | return leftAmmo_; |
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179 | } |
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180 | } |
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181 | } |
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