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source: code/branches/weapon_system_fw/src/weapon/base_weapon.cc @ 620

Last change on this file since 620 was 267, checked in by rgrieder, 17 years ago
  • updated to current revision from Visual studio directory
  • hopefully working libraries with cmake
File size: 4.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software: you can redistribute it and/or modify
8 *   it under the terms of the GNU General Public License as published by
9 *   the Free Software Foundation, either version 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OgreMath.h"
29#include "OgreVector3.h"
30#include "OgreStringConverter.h"
31#include "OgreSceneNode.h"
32#include "OgreEntity.h"
33#include "OgreSceneManager.h"
34
35#include "bullet.h"
36#include "bullet_manager.h"
37#include "inertial_node.h"
38#include "ammunition_dump.h"
39#include "run_manager.h"
40
41#include "base_weapon.h"
42
43
44namespace orxonox {
45namespace weapon {
46  using namespace Ogre;
47
48  BaseWeapon::BaseWeapon(InertialNode *node, AmmunitionDump *ammoDump)
49    : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()), node_(node),
50      bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE),
51      secondaryFireRequest_(false),
52      bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()),
53      secondaryFired_(false),
54      timeSinceNextActionAdded_(0), actionAdded_(false), nextAction_(NOTHING),
55      ammoDump_(ammoDump)
56  {
57    leftAmmo_ = 0;
58  }
59
60
61  BaseWeapon::~BaseWeapon()
62  {
63  }
64
65
66  bool BaseWeapon::addAction(const Action act)
67  {
68    if (nextAction_ == NOTHING)
69    {
70      nextAction_ = act;
71      actionAdded_ = true;
72      return true;
73    }
74    else
75      return false;
76  }
77
78
79  void BaseWeapon::primaryFireRequest()
80  {
81    primaryFireRequest_ = true;
82  }
83
84
85  void BaseWeapon::secondaryFireRequest()
86  {
87    secondaryFireRequest_ = true;
88  }
89
90
91  bool BaseWeapon::tick(unsigned long time, Real deltaTime)
92  {
93    // process action adder
94    if (actionAdded_)
95    {
96      timeSinceNextActionAdded_ = time;
97      actionAdded_ = false;
98    }
99
100    if (currentState_ != IDLE)
101    {
102      switch (currentState_)
103      {
104      case PRIMARY_FIRE:
105        primaryFiring((unsigned int)(time - actionStartTime_));
106        break;
107
108      case SECONDARY_FIRE:
109        secondaryFiring((unsigned int)(time - actionStartTime_));
110        break;
111
112      case RELOADING:
113        break;
114
115      case CHANGING_AMMO:
116        break;
117      }
118    }
119
120    if (currentState_ == IDLE)
121    {
122      // first, process next action
123      if (nextAction_ != NOTHING)
124      {
125        actionStartTime_ = time;
126        switch (nextAction_)
127        {
128        case RELOAD:
129          leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_);
130          break;
131
132        case CHANGE_AMMO:
133          break;
134
135        case SPECIAL:
136          break;
137
138        default:
139          break;
140        }
141
142        // pay attention when multithreaded!
143        nextAction_ = NOTHING;
144      }
145      else
146      {
147        // secondly, execute firing
148        if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_))
149        {
150          actionStartTime_ = time;
151          currentState_ = PRIMARY_FIRE;
152          secondaryFired_ = false;
153          primaryFire();
154        }
155        else if (secondaryFireRequest_)
156        {
157          actionStartTime_ = time;
158          currentState_ = SECONDARY_FIRE;
159          secondaryFired_ = true;
160          secondaryFire();
161        }
162      }
163    }
164
165    primaryFireRequest_ = false;
166    secondaryFireRequest_ = false;
167
168    if (time - timeSinceNextActionAdded_ > nextActionValidityPeriod_)
169      nextAction_ = NOTHING;
170
171    return true;
172  }
173
174
175  int BaseWeapon::getAmmoState()
176  {
177    return leftAmmo_;
178  }
179}
180}
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