1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Martin Polak |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "core/XMLPort.h" |
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33 | #include "util/Debug.h" |
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34 | |
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35 | #include "Weapon.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | CreateFactory(Weapon); |
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40 | |
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41 | Weapon::Weapon(BaseObject* creator) : StaticEntity(creator) |
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42 | { |
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43 | RegisterObject(Weapon); |
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44 | |
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45 | this->bulletReadyToShoot_ = true; |
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46 | this->magazineReadyToShoot_ = true; |
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47 | this->parentWeaponSystem_ = 0; |
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48 | this->attachedToWeaponSlot_ = 0; |
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49 | this->bulletLoadingTime_ = 0; |
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50 | this->magazineLoadingTime_ = 0; |
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51 | this->bReloading_ = false; |
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52 | this->bulletAmount_= 0; |
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53 | this->magazineAmount_ = 0; |
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54 | this->munition_ = 0; |
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55 | this->unlimitedMunition_ = false; |
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56 | this->setObjectMode(0x0); |
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57 | } |
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58 | |
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59 | Weapon::~Weapon() |
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60 | { |
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61 | } |
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62 | |
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63 | |
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64 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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65 | { |
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66 | SUPER(Weapon, XMLPort, xmlelement, mode); |
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67 | XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); |
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68 | XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); |
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69 | XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); |
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70 | XMLPortParam(Weapon, "bullets", setBulletAmount, getBulletAmount, xmlelement, mode); |
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71 | XMLPortParam(Weapon, "magazines", setMagazineAmount, getMagazineAmount, xmlelement, mode); |
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72 | XMLPortParam(Weapon, "unlimitedMunition", setUnlimitedMunition, getUnlimitedMunition, xmlelement, mode); |
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73 | } |
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74 | |
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75 | void Weapon::setWeapon() |
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76 | { |
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77 | this->munition_->fillBullets(); |
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78 | this->munition_->fillMagazines(); |
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79 | } |
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80 | |
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81 | void Weapon::setMunition() |
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82 | { |
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83 | this->munition_->setMaxBullets(this->bulletAmount_); |
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84 | this->munition_->setMaxMagazines(this->magazineAmount_); |
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85 | } |
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86 | |
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87 | void Weapon::fire() |
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88 | { |
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89 | if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) |
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90 | { |
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91 | this->bulletReadyToShoot_ = false; |
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92 | if ( this->unlimitedMunition_== true ) |
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93 | { |
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94 | //shoot |
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95 | this->reloadBullet(); |
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96 | this->createProjectile(); |
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97 | } |
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98 | else |
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99 | { |
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100 | if ( this->munition_->bullets() > 0) |
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101 | { |
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102 | //shoot and reload |
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103 | this->takeBullets(); |
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104 | this->reloadBullet(); |
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105 | this->createProjectile(); |
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106 | } |
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107 | //if there are no bullets, but magazines |
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108 | else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) |
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109 | { |
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110 | //reload magazine |
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111 | this->takeMagazines(); |
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112 | this->reloadMagazine(); |
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113 | } |
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114 | else |
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115 | { |
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116 | //no magazines |
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117 | } |
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118 | } |
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119 | } |
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120 | else |
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121 | { |
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122 | //weapon not reloaded |
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123 | } |
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124 | |
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125 | } |
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126 | |
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127 | |
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128 | //weapon reloading |
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129 | void Weapon::bulletTimer(float bulletLoadingTime) |
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130 | { |
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131 | this->bReloading_ = true; |
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132 | this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); |
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133 | } |
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134 | void Weapon::magazineTimer(float magazineLoadingTime) |
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135 | { |
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136 | this->bReloading_ = true; |
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137 | this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); |
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138 | } |
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139 | |
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140 | void Weapon::bulletReloaded() |
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141 | { |
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142 | this->bReloading_ = false; |
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143 | this->bulletReadyToShoot_ = true; |
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144 | } |
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145 | |
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146 | void Weapon::magazineReloaded() |
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147 | { |
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148 | this->bReloading_ = false; |
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149 | this->munition_->fillBullets(); |
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150 | } |
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151 | |
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152 | |
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153 | |
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154 | void Weapon::attachNeededMunition(std::string munitionName) |
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155 | { |
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156 | /* if munition type already exists attach it, else create a new one of this type and attach it to the weapon and to the WeaponSystem |
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157 | */ |
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158 | if (this->parentWeaponSystem_) |
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159 | { |
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160 | //getMunitionType returns 0 if there is no such munitionType |
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161 | Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName); |
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162 | if ( munition ) |
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163 | { |
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164 | this->munition_ = munition; |
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165 | this->setMunition(); |
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166 | } |
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167 | else |
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168 | { |
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169 | //create new munition with identifier because there is no such munitionType |
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170 | this->munitionIdentifier_ = ClassByString(munitionName); |
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171 | this->munition_ = this->munitionIdentifier_.fabricate(this); |
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172 | this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); |
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173 | this->setMunition(); |
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174 | } |
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175 | } |
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176 | } |
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177 | |
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178 | |
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179 | Munition * Weapon::getAttachedMunition(std::string munitionType) |
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180 | { |
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181 | this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType); |
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182 | return this->munition_; |
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183 | } |
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184 | |
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185 | |
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186 | //these function are defined in the weapon classes |
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187 | void Weapon::takeBullets() { }; |
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188 | void Weapon::createProjectile() { }; |
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189 | void Weapon::takeMagazines() { }; |
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190 | void Weapon::reloadBullet() { }; |
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191 | void Weapon::reloadMagazine() { }; |
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192 | |
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193 | |
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194 | //get and set functions for XMLPort |
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195 | void Weapon::setMunitionType(std::string munitionType) |
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196 | { this->munitionType_ = munitionType; } |
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197 | |
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198 | const std::string Weapon::getMunitionType() |
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199 | { return this->munitionType_; } |
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200 | |
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201 | void Weapon::setBulletLoadingTime(float loadingTime) |
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202 | { this->bulletLoadingTime_ = loadingTime; } |
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203 | |
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204 | const float Weapon::getBulletLoadingTime() |
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205 | { return this->bulletLoadingTime_; } |
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206 | |
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207 | void Weapon::setMagazineLoadingTime(float loadingTime) |
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208 | { this->magazineLoadingTime_ = loadingTime; } |
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209 | |
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210 | const float Weapon::getMagazineLoadingTime() |
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211 | { return this->magazineLoadingTime_; } |
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212 | |
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213 | void Weapon::setBulletAmount(unsigned int amount) |
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214 | { this->bulletAmount_ = amount; } |
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215 | |
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216 | const unsigned int Weapon::getBulletAmount() |
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217 | { return this->bulletAmount_; } |
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218 | |
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219 | void Weapon::setMagazineAmount(unsigned int amount) |
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220 | { this->magazineAmount_ = amount; } |
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221 | |
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222 | const unsigned int Weapon::getMagazineAmount() |
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223 | { return this->magazineAmount_; } |
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224 | |
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225 | void Weapon::setUnlimitedMunition(bool unlimitedMunition) |
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226 | { this->unlimitedMunition_ = unlimitedMunition; } |
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227 | |
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228 | const bool Weapon::getUnlimitedMunition() |
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229 | { return this->unlimitedMunition_; } |
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230 | |
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231 | } |
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