[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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[2327] | 39 | CreateFactory(Weapon); |
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| 40 | |
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[2391] | 41 | Weapon::Weapon(BaseObject* creator) : PositionableEntity(creator) |
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[2049] | 42 | { |
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| 43 | RegisterObject(Weapon); |
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[2232] | 44 | this->bulletReadyToShoot_ = true; |
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| 45 | this->magazineReadyToShoot_ = true; |
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[2337] | 46 | this->parentWeaponSystem_ = 0; |
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[2398] | 47 | this->attachedToWeaponSlot_ = 0; |
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[2337] | 48 | this->munition_ = 0; |
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[2391] | 49 | this->bulletLoadingTime_ = 0; |
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| 50 | this->magazineLoadingTime_ = 0; |
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| 51 | this->bReloading_ = false; |
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[2049] | 52 | } |
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| 53 | |
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| 54 | Weapon::~Weapon() |
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| 55 | { |
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| 56 | } |
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[2096] | 57 | |
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[2145] | 58 | |
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| 59 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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[2096] | 60 | { |
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[2232] | 61 | SUPER(Weapon, XMLPort, xmlelement, mode); |
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[2331] | 62 | XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); |
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[2398] | 63 | XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); |
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| 64 | XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); |
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[2049] | 65 | } |
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[2096] | 66 | |
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[2379] | 67 | void Weapon::setWeapon() |
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| 68 | { |
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| 69 | this->munition_->fillBullets(); |
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| 70 | this->munition_->fillMagazines(); |
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| 71 | } |
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| 72 | |
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| 73 | |
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[2145] | 74 | void Weapon::fire() |
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[2096] | 75 | { |
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[2379] | 76 | COUT(0) << "LaserGun::fire, this=" << this << std::endl; |
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[2391] | 77 | if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) |
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[2379] | 78 | { |
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| 79 | COUT(0) << "LaserGun::fire - ready to shoot" << std::endl; |
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[2391] | 80 | COUT(0) << "LaserGun::fire - bullets" << this->munition_->bullets() << std::endl; |
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[2379] | 81 | this->bulletReadyToShoot_ = false; |
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[2391] | 82 | if ( this->munition_->bullets() > 0) |
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[2379] | 83 | { |
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| 84 | //shoot |
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| 85 | this->takeBullets(); |
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| 86 | this->createProjectile(); |
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| 87 | } |
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| 88 | //if there are no bullets, but magazines |
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[2391] | 89 | else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) |
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[2379] | 90 | { |
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[2391] | 91 | COUT(0) << "LaserGun::fire - no bullets" << std::endl; |
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[2379] | 92 | this->takeMagazines(); |
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| 93 | } |
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[2391] | 94 | else |
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| 95 | { |
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| 96 | COUT(0) << "LaserGun::fire - no magazines" << std::endl; |
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| 97 | //actions |
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| 98 | } |
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[2379] | 99 | } |
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| 100 | else |
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| 101 | { |
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[2393] | 102 | COUT(0) << "LaserGun::fire - weapon not reloaded - bullets remaining:" << this->munition_->bullets() << std::endl; |
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[2391] | 103 | //actions |
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[2379] | 104 | } |
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| 105 | |
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[2096] | 106 | } |
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[2232] | 107 | |
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| 108 | |
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[2379] | 109 | void Weapon::bulletTimer(float bulletLoadingTime) |
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[2203] | 110 | { |
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[2379] | 111 | COUT(0) << "Weapon::bulletTimer started" << std::endl; |
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[2391] | 112 | this->bReloading_ = true; |
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[2379] | 113 | this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); |
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[2203] | 114 | } |
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[2379] | 115 | void Weapon::magazineTimer(float magazineLoadingTime) |
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[2097] | 116 | { |
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[2379] | 117 | COUT(0) << "Weapon::magazineTimer started" << std::endl; |
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[2391] | 118 | this->bReloading_ = true; |
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[2379] | 119 | this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); |
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[2145] | 120 | } |
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[2097] | 121 | |
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[2232] | 122 | void Weapon::bulletReloaded() |
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[2391] | 123 | { |
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| 124 | this->bReloading_ = false; |
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| 125 | this->bulletReadyToShoot_ = true; |
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| 126 | } |
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[2232] | 127 | |
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| 128 | void Weapon::magazineReloaded() |
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[2391] | 129 | { |
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| 130 | this->bReloading_ = false; |
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[2379] | 131 | this->munition_->fillBullets(); |
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| 132 | this->magazineReadyToShoot_ = true; |
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[2393] | 133 | this->bulletReadyToShoot_ = true; |
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[2379] | 134 | } |
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[2232] | 135 | |
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| 136 | |
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[2203] | 137 | void Weapon::attachNeededMunition(std::string munitionName) |
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[2145] | 138 | { |
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[2366] | 139 | COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl; |
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[2232] | 140 | //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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[2331] | 141 | if (this->parentWeaponSystem_) |
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[2186] | 142 | { |
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[2366] | 143 | COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl; |
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[2331] | 144 | Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName); |
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| 145 | if ( munition ) |
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| 146 | this->munition_ = munition; |
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| 147 | else |
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| 148 | { |
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| 149 | //create new munition with identifier |
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[2337] | 150 | COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl; |
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[2331] | 151 | this->munitionIdentifier_ = ClassByString(munitionName); |
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| 152 | this->munition_ = this->munitionIdentifier_.fabricate(this); |
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| 153 | this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); |
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| 154 | } |
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[2186] | 155 | } |
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[2097] | 156 | } |
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[2186] | 157 | |
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[2203] | 158 | |
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[2379] | 159 | /*get and set functions |
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[2203] | 160 | * |
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| 161 | */ |
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[2331] | 162 | |
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| 163 | void Weapon::setMunitionType(std::string munitionType) |
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[2398] | 164 | { this->munitionType_ = munitionType; } |
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[2331] | 165 | |
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[2354] | 166 | const std::string Weapon::getMunitionType() |
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[2331] | 167 | { return this->munitionType_; } |
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| 168 | |
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[2232] | 169 | void Weapon::setBulletLoadingTime(float loadingTime) |
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[2398] | 170 | { this->bulletLoadingTime_ = loadingTime; } |
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[2203] | 171 | |
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[2398] | 172 | const float Weapon::getBulletLoadingTime() |
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[2232] | 173 | { return this->bulletLoadingTime_; } |
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[2203] | 174 | |
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[2232] | 175 | void Weapon::setMagazineLoadingTime(float loadingTime) |
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[2398] | 176 | { this->magazineLoadingTime_ = loadingTime; } |
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[2203] | 177 | |
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[2398] | 178 | const float Weapon::getMagazineLoadingTime() |
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[2232] | 179 | { return this->magazineLoadingTime_; } |
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| 180 | |
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| 181 | |
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[2398] | 182 | Munition * Weapon::getAttachedMunition(std::string munitionType) |
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| 183 | { |
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| 184 | COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl; |
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| 185 | this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType); |
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| 186 | COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl; |
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| 187 | return this->munition_; } |
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[2232] | 188 | |
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[2379] | 189 | void Weapon::takeBullets() { }; |
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| 190 | void Weapon::createProjectile() { }; |
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| 191 | void Weapon::takeMagazines() { }; |
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| 192 | |
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[2096] | 193 | } |
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