[2049] | 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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[2096] | 35 | #include "Weapon.h" |
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| 36 | |
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[2049] | 37 | namespace orxonox |
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| 38 | { |
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[2493] | 39 | CreateFactory(Weapon); |
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| 40 | |
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| 41 | Weapon::Weapon(BaseObject* creator) : StaticEntity(creator) |
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[2049] | 42 | { |
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| 43 | RegisterObject(Weapon); |
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[2493] | 44 | this->bulletReadyToShoot_ = true; |
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| 45 | this->magazineReadyToShoot_ = true; |
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| 46 | this->parentWeaponSystem_ = 0; |
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| 47 | this->attachedToWeaponSlot_ = 0; |
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[2098] | 48 | this->munition_ = 0; |
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[2493] | 49 | this->bulletLoadingTime_ = 0; |
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| 50 | this->magazineLoadingTime_ = 0; |
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| 51 | this->bReloading_ = false; |
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[2501] | 52 | |
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| 53 | this->setObjectMode(0x0); |
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[2049] | 54 | } |
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| 55 | |
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| 56 | Weapon::~Weapon() |
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| 57 | { |
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| 58 | } |
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[2096] | 59 | |
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[2493] | 60 | |
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| 61 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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[2096] | 62 | { |
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[2493] | 63 | SUPER(Weapon, XMLPort, xmlelement, mode); |
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| 64 | XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); |
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| 65 | XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); |
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| 66 | XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); |
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| 67 | } |
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[2096] | 68 | |
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[2493] | 69 | void Weapon::setWeapon() |
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| 70 | { |
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| 71 | this->munition_->fillBullets(); |
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| 72 | this->munition_->fillMagazines(); |
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[2049] | 73 | } |
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[2096] | 74 | |
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[2493] | 75 | |
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| 76 | void Weapon::fire() |
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[2096] | 77 | { |
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[2493] | 78 | //COUT(0) << "LaserGun::fire, this=" << this << std::endl; |
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| 79 | if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) |
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| 80 | { |
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| 81 | //COUT(0) << "LaserGun::fire - ready to shoot" << std::endl; |
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| 82 | //COUT(0) << "LaserGun::fire - bullets" << this->munition_->bullets() << std::endl; |
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| 83 | this->bulletReadyToShoot_ = false; |
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| 84 | if ( this->munition_->bullets() > 0) |
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| 85 | { |
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| 86 | //shoot |
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| 87 | this->takeBullets(); |
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| 88 | this->createProjectile(); |
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| 89 | } |
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| 90 | //if there are no bullets, but magazines |
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| 91 | else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) |
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| 92 | { |
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| 93 | //COUT(0) << "LaserGun::fire - no bullets" << std::endl; |
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| 94 | this->takeMagazines(); |
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| 95 | } |
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| 96 | else |
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| 97 | { |
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| 98 | //COUT(0) << "LaserGun::fire - no magazines" << std::endl; |
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| 99 | //actions |
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| 100 | } |
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| 101 | } |
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| 102 | else |
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| 103 | { |
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| 104 | //COUT(0) << "LaserGun::fire - weapon not reloaded - bullets remaining:" << this->munition_->bullets() << std::endl; |
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| 105 | //actions |
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| 106 | } |
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[2096] | 107 | |
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| 108 | } |
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[2097] | 109 | |
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[2493] | 110 | |
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| 111 | void Weapon::bulletTimer(float bulletLoadingTime) |
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[2097] | 112 | { |
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[2493] | 113 | //COUT(0) << "Weapon::bulletTimer started" << std::endl; |
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| 114 | this->bReloading_ = true; |
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| 115 | this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); |
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| 116 | } |
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| 117 | void Weapon::magazineTimer(float magazineLoadingTime) |
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| 118 | { |
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| 119 | //COUT(0) << "Weapon::magazineTimer started" << std::endl; |
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| 120 | this->bReloading_ = true; |
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| 121 | this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); |
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| 122 | } |
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[2097] | 123 | |
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[2493] | 124 | void Weapon::bulletReloaded() |
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| 125 | { |
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| 126 | this->bReloading_ = false; |
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| 127 | this->bulletReadyToShoot_ = true; |
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[2097] | 128 | } |
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[2493] | 129 | |
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| 130 | void Weapon::magazineReloaded() |
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| 131 | { |
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| 132 | this->bReloading_ = false; |
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| 133 | this->munition_->fillBullets(); |
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| 134 | this->magazineReadyToShoot_ = true; |
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| 135 | this->bulletReadyToShoot_ = true; |
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| 136 | } |
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| 137 | |
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| 138 | |
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| 139 | void Weapon::attachNeededMunition(std::string munitionName) |
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| 140 | { |
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| 141 | //COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl; |
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| 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 |
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| 143 | if (this->parentWeaponSystem_) |
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| 144 | { |
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| 145 | //COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl; |
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| 146 | Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName); |
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| 147 | if ( munition ) |
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| 148 | this->munition_ = munition; |
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| 149 | else |
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| 150 | { |
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| 151 | //create new munition with identifier |
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| 152 | //COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl; |
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| 153 | this->munitionIdentifier_ = ClassByString(munitionName); |
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| 154 | this->munition_ = this->munitionIdentifier_.fabricate(this); |
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| 155 | this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); |
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| 156 | } |
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| 157 | } |
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| 158 | } |
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| 159 | |
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| 160 | |
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| 161 | /*get and set functions |
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| 162 | * |
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| 163 | */ |
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| 164 | |
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| 165 | void Weapon::setMunitionType(std::string munitionType) |
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| 166 | { this->munitionType_ = munitionType; } |
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| 167 | |
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| 168 | const std::string Weapon::getMunitionType() |
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| 169 | { return this->munitionType_; } |
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| 170 | |
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| 171 | void Weapon::setBulletLoadingTime(float loadingTime) |
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| 172 | { this->bulletLoadingTime_ = loadingTime; } |
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| 173 | |
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| 174 | const float Weapon::getBulletLoadingTime() |
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| 175 | { return this->bulletLoadingTime_; } |
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| 176 | |
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| 177 | void Weapon::setMagazineLoadingTime(float loadingTime) |
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| 178 | { this->magazineLoadingTime_ = loadingTime; } |
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| 179 | |
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| 180 | const float Weapon::getMagazineLoadingTime() |
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| 181 | { return this->magazineLoadingTime_; } |
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| 182 | |
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| 183 | |
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| 184 | Munition * Weapon::getAttachedMunition(std::string munitionType) |
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| 185 | { |
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| 186 | //COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl; |
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| 187 | this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType); |
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| 188 | //COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl; |
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| 189 | return this->munition_; |
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| 190 | } |
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| 191 | |
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| 192 | void Weapon::takeBullets() { }; |
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| 193 | void Weapon::createProjectile() { }; |
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| 194 | void Weapon::takeMagazines() { }; |
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| 195 | |
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[2096] | 196 | } |
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