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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35 | #include "Weapon.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | CreateFactory(Weapon); |
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40 | |
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41 | Weapon::Weapon(BaseObject* creator) : PositionableEntity(creator) |
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42 | { |
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43 | RegisterObject(Weapon); |
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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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48 | this->munition_ = 0; |
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49 | this->bulletLoadingTime_ = 0; |
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50 | this->magazineLoadingTime_ = 0; |
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51 | this->bReloading_ = false; |
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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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57 | |
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58 | |
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59 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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60 | { |
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61 | SUPER(Weapon, XMLPort, xmlelement, mode); |
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62 | XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); |
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63 | XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); |
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64 | XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); |
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65 | } |
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66 | |
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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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74 | void Weapon::fire() |
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75 | { |
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76 | COUT(0) << "LaserGun::fire, this=" << this << std::endl; |
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77 | if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) |
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78 | { |
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79 | COUT(0) << "LaserGun::fire - ready to shoot" << std::endl; |
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80 | COUT(0) << "LaserGun::fire - bullets" << this->munition_->bullets() << std::endl; |
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81 | this->bulletReadyToShoot_ = false; |
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82 | if ( this->munition_->bullets() > 0) |
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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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89 | else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) |
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90 | { |
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91 | COUT(0) << "LaserGun::fire - no bullets" << std::endl; |
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92 | this->takeMagazines(); |
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93 | } |
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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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99 | } |
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100 | else |
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101 | { |
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102 | COUT(0) << "LaserGun::fire - weapon not reloaded - bullets remaining:" << this->munition_->bullets() << std::endl; |
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103 | //actions |
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104 | } |
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105 | |
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106 | } |
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107 | |
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108 | |
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109 | void Weapon::bulletTimer(float bulletLoadingTime) |
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110 | { |
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111 | COUT(0) << "Weapon::bulletTimer started" << std::endl; |
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112 | this->bReloading_ = true; |
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113 | this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); |
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114 | } |
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115 | void Weapon::magazineTimer(float magazineLoadingTime) |
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116 | { |
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117 | COUT(0) << "Weapon::magazineTimer started" << std::endl; |
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118 | this->bReloading_ = true; |
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119 | this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); |
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120 | } |
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121 | |
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122 | void Weapon::bulletReloaded() |
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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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127 | |
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128 | void Weapon::magazineReloaded() |
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129 | { |
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130 | this->bReloading_ = false; |
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131 | this->munition_->fillBullets(); |
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132 | this->magazineReadyToShoot_ = true; |
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133 | this->bulletReadyToShoot_ = true; |
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134 | } |
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135 | |
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136 | |
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137 | void Weapon::attachNeededMunition(std::string munitionName) |
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138 | { |
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139 | COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl; |
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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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141 | if (this->parentWeaponSystem_) |
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142 | { |
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143 | COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl; |
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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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150 | COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl; |
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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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155 | } |
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156 | } |
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157 | |
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158 | |
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159 | /*get and set functions |
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160 | * |
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161 | */ |
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162 | |
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163 | void Weapon::setMunitionType(std::string munitionType) |
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164 | { this->munitionType_ = munitionType; } |
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165 | |
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166 | const std::string Weapon::getMunitionType() |
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167 | { return this->munitionType_; } |
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168 | |
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169 | void Weapon::setBulletLoadingTime(float loadingTime) |
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170 | { this->bulletLoadingTime_ = loadingTime; } |
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171 | |
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172 | const float Weapon::getBulletLoadingTime() |
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173 | { return this->bulletLoadingTime_; } |
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174 | |
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175 | void Weapon::setMagazineLoadingTime(float loadingTime) |
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176 | { this->magazineLoadingTime_ = loadingTime; } |
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177 | |
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178 | const float Weapon::getMagazineLoadingTime() |
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179 | { return this->magazineLoadingTime_; } |
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180 | |
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181 | |
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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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188 | |
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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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193 | } |
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