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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/Weapon.cc @ 2347

Last change on this file since 2347 was 2347, checked in by polakma, 16 years ago

debugging changes

  • Property svn:eol-style set to native
File size: 4.7 KB
RevLine 
[2049]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
[2096]35#include "Weapon.h"
36
[2049]37namespace orxonox
38{
[2327]39    CreateFactory(Weapon);
40
[2097]41    Weapon::Weapon(BaseObject* creator) : BaseObject(creator)
[2049]42    {
43        RegisterObject(Weapon);
[2232]44        this->bulletReadyToShoot_ = true;
45        this->magazineReadyToShoot_ = true;
[2337]46        this->parentWeaponSystem_ = 0;
47        this->parentWeaponSlot_ = 0;
48        this->munition_ = 0;
[2049]49    }
50
51    Weapon::~Weapon()
52    {
53    }
[2096]54
[2145]55
56    void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[2096]57    {
[2232]58        SUPER(Weapon, XMLPort, xmlelement, mode);
[2331]59        XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode);
[2049]60    }
[2096]61
[2145]62    void Weapon::fire()
[2096]63    {
64
65    }
[2232]66
67
68    void Weapon::bulletTimer()
[2203]69    {
[2232]70        this->bulletReloadTimer_.setTimer( this->bulletLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded)));
[2203]71    }
[2232]72    void Weapon::magazineTimer()
[2097]73    {
[2232]74        this->magazineReloadTimer_.setTimer( this->magazineLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded)));
[2145]75    }
[2097]76
[2232]77    void Weapon::bulletReloaded()
78    { this->bulletReadyToShoot_ = true; }
79
80    void Weapon::magazineReloaded()
81    { this->magazineReadyToShoot_ = true; }
82
83
[2203]84    void Weapon::attachNeededMunition(std::string munitionName)
[2145]85    {
[2232]86        //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
[2331]87        if (this->parentWeaponSystem_)
[2186]88        {
[2331]89            Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName);
90            if ( munition )
91                this->munition_ = munition;
92            else
93            {
94                //create new munition with identifier
[2337]95COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl;
[2331]96                this->munitionIdentifier_ = ClassByString(munitionName);
97                this->munition_ = this->munitionIdentifier_.fabricate(this);
98                this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_);
99            }
[2186]100        }
[2097]101    }
[2186]102
[2203]103
104    /*get and set functions
105     *
106     */
[2331]107
108    void Weapon::setMunitionType(std::string munitionType)
[2347]109    {   
110COUT(0) << "Weapon::setMunitionType (XMLPort) "<< munitionType << std::endl;
111this->munitionType_ = munitionType; }
[2331]112
113    std::string Weapon::getMunitionType()
114    {   return this->munitionType_;  }
115
[2337]116    Munition * Weapon::getAttachedMunition(std::string munitionType)
117    {   
118COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl;   
119        this->parentWeaponSystem_->getMunitionType(munitionType);
120COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl;
121return this->munition_; }
[2203]122
[2232]123    void Weapon::setBulletLoadingTime(float loadingTime)
124    {   this->bulletLoadingTime_ = loadingTime;   }
[2203]125
[2232]126    float Weapon::getBulletLoadingTime()
127    {   return this->bulletLoadingTime_;  }
[2203]128
[2232]129    void Weapon::setMagazineLoadingTime(float loadingTime)
130    {   this->magazineLoadingTime_ = loadingTime;   }
[2203]131
[2232]132    float Weapon::getMagazineLoadingTime()
133    {   return this->magazineLoadingTime_;  }
134
135    void Weapon::setBulletReadyToShoot(bool b)
136    {   this->bulletReadyToShoot_ = b;   }
137
138    bool Weapon::getBulletReadyToShoot()
139    {   return this->bulletReadyToShoot_;    }
140
141    void Weapon::setMagazineReadyToShoot(bool b)
142    {   this->magazineReadyToShoot_ = b;   }
143
144    bool Weapon::getMagazineReadyToShoot()
145    {   return this->magazineReadyToShoot_;    }
146
147    Timer<Weapon> * Weapon::getBulletTimer()
148    {   return &this->bulletReloadTimer_;   }
149
150    Timer<Weapon> * Weapon::getMagazineTimer()
151    {   return &this->magazineReloadTimer_;   }
[2096]152}
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