[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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[2097] | 39 | Weapon::Weapon(BaseObject* creator) : BaseObject(creator) |
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[2049] | 40 | { |
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| 41 | RegisterObject(Weapon); |
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[2232] | 42 | this->bulletReadyToShoot_ = true; |
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| 43 | this->magazineReadyToShoot_ = true; |
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[2186] | 44 | this->setParentWeaponSystem(); |
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[2049] | 45 | } |
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| 46 | |
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| 47 | Weapon::~Weapon() |
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| 48 | { |
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| 49 | } |
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[2096] | 50 | |
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[2145] | 51 | |
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| 52 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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[2096] | 53 | { |
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[2232] | 54 | SUPER(Weapon, XMLPort, xmlelement, mode); |
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[2049] | 55 | } |
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[2096] | 56 | |
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[2145] | 57 | void Weapon::fire() |
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[2096] | 58 | { |
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| 59 | |
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| 60 | } |
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[2232] | 61 | |
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| 62 | |
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| 63 | void Weapon::bulletTimer() |
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[2203] | 64 | { |
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[2232] | 65 | this->bulletReloadTimer_.setTimer( this->bulletLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); |
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[2203] | 66 | } |
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[2232] | 67 | void Weapon::magazineTimer() |
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[2097] | 68 | { |
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[2232] | 69 | this->magazineReloadTimer_.setTimer( this->magazineLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); |
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[2145] | 70 | } |
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[2097] | 71 | |
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[2232] | 72 | void Weapon::bulletReloaded() |
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| 73 | { this->bulletReadyToShoot_ = true; } |
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| 74 | |
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| 75 | void Weapon::magazineReloaded() |
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| 76 | { this->magazineReadyToShoot_ = true; } |
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| 77 | |
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| 78 | |
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[2203] | 79 | void Weapon::attachNeededMunition(std::string munitionName) |
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[2145] | 80 | { |
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[2232] | 81 | //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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[2203] | 82 | if ( this->parentWeaponSystem_->getMunitionType(munitionName) ) |
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| 83 | this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionName); |
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[2186] | 84 | else |
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| 85 | { |
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[2203] | 86 | //create new munition with identifier |
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| 87 | this->munitionIdentifier_ = ClassByString(munitionName); |
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| 88 | this->munition_ = this->munitionIdentifier_.fabricate(this); |
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| 89 | this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); |
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[2186] | 90 | } |
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[2097] | 91 | } |
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[2186] | 92 | |
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[2203] | 93 | |
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| 94 | /*get and set functions |
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| 95 | * |
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| 96 | */ |
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[2145] | 97 | void Weapon::setParentWeaponSystem() |
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[2203] | 98 | { this->parentWeaponSystem_ = this->parentWeaponSlot_->getParentWeaponSet()->getParentWeaponSystem(); } |
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[2145] | 99 | |
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[2203] | 100 | Munition * Weapon::getAttachedMunition() |
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| 101 | { return this->munition_; } |
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| 102 | |
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[2232] | 103 | void Weapon::setBulletLoadingTime(float loadingTime) |
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| 104 | { this->bulletLoadingTime_ = loadingTime; } |
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[2203] | 105 | |
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[2232] | 106 | float Weapon::getBulletLoadingTime() |
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| 107 | { return this->bulletLoadingTime_; } |
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[2203] | 108 | |
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[2232] | 109 | void Weapon::setMagazineLoadingTime(float loadingTime) |
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| 110 | { this->magazineLoadingTime_ = loadingTime; } |
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[2203] | 111 | |
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[2232] | 112 | float Weapon::getMagazineLoadingTime() |
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| 113 | { return this->magazineLoadingTime_; } |
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| 114 | |
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| 115 | void Weapon::setBulletReadyToShoot(bool b) |
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| 116 | { this->bulletReadyToShoot_ = b; } |
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| 117 | |
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| 118 | bool Weapon::getBulletReadyToShoot() |
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| 119 | { return this->bulletReadyToShoot_; } |
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| 120 | |
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| 121 | void Weapon::setMagazineReadyToShoot(bool b) |
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| 122 | { this->magazineReadyToShoot_ = b; } |
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| 123 | |
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| 124 | bool Weapon::getMagazineReadyToShoot() |
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| 125 | { return this->magazineReadyToShoot_; } |
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| 126 | |
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| 127 | Timer<Weapon> * Weapon::getBulletTimer() |
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| 128 | { return &this->bulletReloadTimer_; } |
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| 129 | |
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| 130 | Timer<Weapon> * Weapon::getMagazineTimer() |
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| 131 | { return &this->magazineReloadTimer_; } |
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[2096] | 132 | } |
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