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source: code/trunk/src/orxonox/objects/weapon/BaseWeapon.cc @ 1141

Last change on this file since 1141 was 1056, checked in by landauf, 17 years ago

don't panic, no codechanges!
added a link to www.orxonox.net

File size: 4.3 KB
RevLine 
[668]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
[1056]3 *                    > www.orxonox.net <
[668]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 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
[786]29#include "OrxonoxStableHeaders.h"
[1039]30#include "BaseWeapon.h"
[784]31
[708]32#include <OgreStringConverter.h>
33#include <OgreSceneNode.h>
34#include <OgreEntity.h>
35#include <OgreSceneManager.h>
[668]36
[742]37#include "util/Math.h"
[1032]38#include "Orxonox.h"
[668]39#include "Bullet.h"
40#include "BulletManager.h"
41#include "AmmunitionDump.h"
[871]42#include "core/CoreIncludes.h"
[668]43
44
45namespace orxonox {
[680]46  float BaseWeapon::nextActionValidityPeriod_s = 0.5;
[668]47
48  BaseWeapon::BaseWeapon()
[1032]49    : sceneMgr_(GraphicsEngine::getSingleton().getSceneManager()),
[680]50      bulletCounter_(0),
[668]51      bulletManager_(Orxonox::getSingleton()->getBulletMgr()),
[680]52      ammoDump_(NULL),
53      primaryFireRequest_(false), secondaryFireRequest_(false),
54      totalTime_(0.0f), actionStartTime_(0.0f),
55      currentState_(IDLE), secondaryFired_(false),
56      nextAction_(NOTHING), actionAdded_(false),
57      timeSinceNextActionAdded_(0.0f),
58      leftAmmo_(0)
[668]59  {
60    RegisterObject(BaseWeapon);
61  }
62
63
64  BaseWeapon::~BaseWeapon()
65  {
66  }
67
68
69  bool BaseWeapon::addAction(const Action act)
70  {
71    if (nextAction_ == NOTHING)
72    {
73      nextAction_ = act;
74      actionAdded_ = true;
75      return true;
76    }
77    else
78      return false;
79  }
80
81
82  void BaseWeapon::primaryFireRequest()
83  {
84    primaryFireRequest_ = true;
85  }
86
87
88  void BaseWeapon::secondaryFireRequest()
89  {
90    secondaryFireRequest_ = true;
91  }
92
93
94  void BaseWeapon::tick(float dt)
95  {
96    totalTime_ += dt;
97    // process action adder
98    if (actionAdded_)
99    {
100      timeSinceNextActionAdded_ = totalTime_;
101      actionAdded_ = false;
102    }
103
[680]104    switch (currentState_)
[668]105    {
[680]106    case IDLE:
107      break;
[668]108
[680]109    case PRIMARY_FIRE:
110      primaryFiring(totalTime_ - actionStartTime_);
111      break;
[668]112
[680]113    case SECONDARY_FIRE:
114      secondaryFiring(totalTime_ - actionStartTime_);
115      break;
[668]116
[680]117    case RELOADING:
118      break;
119
120    case CHANGING_AMMO:
121      break;
[668]122    }
123
124    if (currentState_ == IDLE)
125    {
126      // first, process next action
127      if (nextAction_ != NOTHING)
128      {
129        actionStartTime_ = totalTime_;
130        switch (nextAction_)
131        {
132        case RELOAD:
133          leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_);
134          break;
135
136        case CHANGE_AMMO:
137          break;
138
139        case SPECIAL:
140          break;
141
142        default:
143          break;
144        }
145
146        // pay attention when multithreaded!
147        nextAction_ = NOTHING;
148      }
149      else
150      {
151        // secondly, execute firing
152        if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_))
153        {
154          actionStartTime_ = totalTime_;
155          currentState_ = PRIMARY_FIRE;
156          secondaryFired_ = false;
157          primaryFire();
158        }
159        else if (secondaryFireRequest_)
160        {
161          actionStartTime_ = totalTime_;
162          currentState_ = SECONDARY_FIRE;
163          secondaryFired_ = true;
164          secondaryFire();
165        }
166      }
167    }
168
169    primaryFireRequest_ = false;
170    secondaryFireRequest_ = false;
171
[680]172    if (totalTime_ - timeSinceNextActionAdded_ > nextActionValidityPeriod_s)
[668]173      nextAction_ = NOTHING;
174  }
175
176
177  int BaseWeapon::getAmmoState()
178  {
179    return leftAmmo_;
180  }
181
182  void BaseWeapon::setAmmoDump(AmmunitionDump* dump)
183  {
184    this->ammoDump_ = dump;
185  }
186}
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