[267] | 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 modify |
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| 8 | * it under the terms of the GNU General Public License as published by |
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| 9 | * the Free Software Foundation, either version 3 of the License, or |
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| 10 | * (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, see <http://www.gnu.org/licenses/>. |
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| 19 | * |
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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 "bullet.h" |
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| 36 | #include "bullet_manager.h" |
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| 37 | #include "inertial_node.h" |
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| 38 | #include "ammunition_dump.h" |
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| 39 | #include "run_manager.h" |
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| 40 | |
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| 41 | #include "base_weapon.h" |
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| 42 | |
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| 43 | |
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| 44 | namespace orxonox { |
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| 45 | namespace weapon { |
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| 46 | using namespace Ogre; |
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| 47 | |
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| 48 | BaseWeapon::BaseWeapon(InertialNode *node, AmmunitionDump *ammoDump) |
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| 49 | : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()), node_(node), |
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| 50 | bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE), |
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| 51 | secondaryFireRequest_(false), |
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| 52 | bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()), |
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| 53 | secondaryFired_(false), |
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| 54 | timeSinceNextActionAdded_(0), actionAdded_(false), nextAction_(NOTHING), |
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| 55 | ammoDump_(ammoDump) |
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| 56 | { |
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| 57 | leftAmmo_ = 0; |
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| 58 | } |
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| 59 | |
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| 60 | |
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| 61 | BaseWeapon::~BaseWeapon() |
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| 62 | { |
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| 63 | } |
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| 64 | |
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| 65 | |
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| 66 | bool BaseWeapon::addAction(const Action act) |
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| 67 | { |
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| 68 | if (nextAction_ == NOTHING) |
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| 69 | { |
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| 70 | nextAction_ = act; |
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| 71 | actionAdded_ = true; |
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| 72 | return true; |
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| 73 | } |
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| 74 | else |
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| 75 | return false; |
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| 76 | } |
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| 77 | |
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| 78 | |
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| 79 | void BaseWeapon::primaryFireRequest() |
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| 80 | { |
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| 81 | primaryFireRequest_ = true; |
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| 82 | } |
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| 83 | |
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| 84 | |
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| 85 | void BaseWeapon::secondaryFireRequest() |
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| 86 | { |
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| 87 | secondaryFireRequest_ = true; |
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| 88 | } |
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| 89 | |
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| 90 | |
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| 91 | bool BaseWeapon::tick(unsigned long time, Real deltaTime) |
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| 92 | { |
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| 93 | // process action adder |
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| 94 | if (actionAdded_) |
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| 95 | { |
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| 96 | timeSinceNextActionAdded_ = time; |
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| 97 | actionAdded_ = false; |
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| 98 | } |
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| 99 | |
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| 100 | if (currentState_ != IDLE) |
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| 101 | { |
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| 102 | switch (currentState_) |
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| 103 | { |
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| 104 | case PRIMARY_FIRE: |
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| 105 | primaryFiring((unsigned int)(time - actionStartTime_)); |
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| 106 | break; |
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| 107 | |
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| 108 | case SECONDARY_FIRE: |
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| 109 | secondaryFiring((unsigned int)(time - actionStartTime_)); |
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| 110 | break; |
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| 111 | |
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| 112 | case RELOADING: |
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| 113 | break; |
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| 114 | |
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| 115 | case CHANGING_AMMO: |
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| 116 | break; |
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| 117 | } |
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| 118 | } |
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| 119 | |
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| 120 | if (currentState_ == IDLE) |
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| 121 | { |
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| 122 | // first, process next action |
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| 123 | if (nextAction_ != NOTHING) |
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| 124 | { |
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| 125 | actionStartTime_ = time; |
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| 126 | switch (nextAction_) |
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| 127 | { |
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| 128 | case RELOAD: |
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| 129 | leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_); |
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| 130 | break; |
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| 131 | |
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| 132 | case CHANGE_AMMO: |
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| 133 | break; |
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| 134 | |
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| 135 | case SPECIAL: |
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| 136 | break; |
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| 137 | |
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| 138 | default: |
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| 139 | break; |
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| 140 | } |
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| 141 | |
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| 142 | // pay attention when multithreaded! |
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| 143 | nextAction_ = NOTHING; |
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| 144 | } |
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| 145 | else |
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| 146 | { |
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| 147 | // secondly, execute firing |
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| 148 | if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_)) |
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| 149 | { |
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| 150 | actionStartTime_ = time; |
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| 151 | currentState_ = PRIMARY_FIRE; |
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| 152 | secondaryFired_ = false; |
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| 153 | primaryFire(); |
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| 154 | } |
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| 155 | else if (secondaryFireRequest_) |
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| 156 | { |
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| 157 | actionStartTime_ = time; |
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| 158 | currentState_ = SECONDARY_FIRE; |
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| 159 | secondaryFired_ = true; |
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| 160 | secondaryFire(); |
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| 161 | } |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | primaryFireRequest_ = false; |
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| 166 | secondaryFireRequest_ = false; |
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| 167 | |
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| 168 | if (time - timeSinceNextActionAdded_ > nextActionValidityPeriod_) |
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| 169 | nextAction_ = NOTHING; |
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| 170 | |
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| 171 | return true; |
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| 172 | } |
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| 173 | |
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| 174 | |
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| 175 | int BaseWeapon::getAmmoState() |
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| 176 | { |
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| 177 | return leftAmmo_; |
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| 178 | } |
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| 179 | } |
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| 180 | } |
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