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source: code/branches/pickups/src/orxonox/objects/weaponSystem/Weapon.cc @ 2831

Last change on this file since 2831 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • Property svn:eol-style set to native
File size: 6.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "util/Debug.h"
34
35#include "Weapon.h"
36
37namespace orxonox
38{
39    CreateFactory(Weapon);
40
41    Weapon::Weapon(BaseObject* creator) : StaticEntity(creator)
42    {
43        RegisterObject(Weapon);
44        this->bulletReadyToShoot_ = true;
45        this->magazineReadyToShoot_ = true;
46        this->parentWeaponSystem_ = 0;
47        this->attachedToWeaponSlot_ = 0;
48        this->munition_ = 0;
49        this->bulletLoadingTime_ = 0;
50        this->magazineLoadingTime_ = 0;
51        this->bReloading_ = false;
52
53        this->setObjectMode(0x0);
54    }
55
56    Weapon::~Weapon()
57    {
58    }
59
60
61    void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode)
62    {
63        SUPER(Weapon, XMLPort, xmlelement, mode);
64        XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode);
65        XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode);
66        XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode);
67    }
68
69    void Weapon::setWeapon()
70    {
71        this->munition_->fillBullets();
72        this->munition_->fillMagazines();
73    }
74
75
76    void Weapon::fire()
77    {
78//COUT(0) << "LaserGun::fire, this=" << this << std::endl;
79        if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_)
80        {
81//COUT(0) << "LaserGun::fire - ready to shoot" << std::endl;
82//COUT(0) << "LaserGun::fire - bullets" << this->munition_->bullets() << std::endl;
83            this->bulletReadyToShoot_ = false;
84            if ( this->munition_->bullets() > 0)
85            {
86                //shoot
87                this->takeBullets();
88                this->createProjectile();
89            }
90            //if there are no bullets, but magazines
91            else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 )
92            {
93//COUT(0) << "LaserGun::fire - no bullets" << std::endl;
94                this->takeMagazines();
95            }
96            else
97            {
98//COUT(0) << "LaserGun::fire - no magazines" << std::endl;
99                //actions
100            }
101        }
102        else
103        {
104//COUT(0) << "LaserGun::fire - weapon not reloaded - bullets remaining:" << this->munition_->bullets() << std::endl;
105            //actions
106        }
107
108    }
109
110
111    void Weapon::bulletTimer(float bulletLoadingTime)
112    {
113//COUT(0) << "Weapon::bulletTimer started" << std::endl;
114        this->bReloading_ = true;
115        this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded)));
116    }
117    void Weapon::magazineTimer(float magazineLoadingTime)
118    {
119//COUT(0) << "Weapon::magazineTimer started" << std::endl;
120        this->bReloading_ = true;
121        this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded)));
122    }
123
124    void Weapon::bulletReloaded()
125    {
126        this->bReloading_ = false;
127        this->bulletReadyToShoot_ = true;
128    }
129
130    void Weapon::magazineReloaded()
131    {
132        this->bReloading_ = false;
133        this->munition_->fillBullets();
134        this->magazineReadyToShoot_ = true;
135        this->bulletReadyToShoot_ = true;
136    }
137
138
139    void Weapon::attachNeededMunition(std::string munitionName)
140    {
141//COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl;
142        //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
143        if (this->parentWeaponSystem_)
144        {
145//COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl;
146            Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName);
147            if ( munition )
148                this->munition_ = munition;
149            else
150            {
151                //create new munition with identifier
152//COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl;
153                this->munitionIdentifier_ = ClassByString(munitionName);
154                this->munition_ = this->munitionIdentifier_.fabricate(this);
155                this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_);
156            }
157        }
158    }
159
160
161     /*get and set functions
162     *
163     */
164
165    void Weapon::setMunitionType(std::string munitionType)
166    {   this->munitionType_ = munitionType; }
167
168    const std::string Weapon::getMunitionType()
169    {   return this->munitionType_;  }
170
171    void Weapon::setBulletLoadingTime(float loadingTime)
172    {   this->bulletLoadingTime_ = loadingTime; }
173
174    const float Weapon::getBulletLoadingTime()
175    {   return this->bulletLoadingTime_;  }
176
177    void Weapon::setMagazineLoadingTime(float loadingTime)
178    {   this->magazineLoadingTime_ = loadingTime; }
179
180    const float Weapon::getMagazineLoadingTime()
181    {   return this->magazineLoadingTime_;  }
182
183
184    Munition * Weapon::getAttachedMunition(std::string munitionType)
185    {
186//COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl;
187        this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType);
188//COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl;
189        return this->munition_;
190    }
191
192    void Weapon::takeBullets() { };
193    void Weapon::createProjectile() { };
194    void Weapon::takeMagazines() { };
195
196}
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