| 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) : StaticEntity(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 |         this->setObjectMode(0x0); | 
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| 54 |     } | 
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| 55 |  | 
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| 56 |     Weapon::~Weapon() | 
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| 57 |     { | 
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| 58 |     } | 
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| 59 |  | 
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| 60 |  | 
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| 61 |     void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 62 |     { | 
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| 63 |         SUPER(Weapon, XMLPort, xmlelement, mode); | 
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| 64 |         XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); | 
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| 65 |         XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); | 
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| 66 |         XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); | 
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| 67 |     } | 
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| 68 |  | 
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| 69 |     void Weapon::setWeapon() | 
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| 70 |     { | 
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| 71 |         this->munition_->fillBullets(); | 
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| 72 |         this->munition_->fillMagazines(); | 
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| 73 |     } | 
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| 74 |  | 
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| 75 |  | 
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| 76 |     void Weapon::fire() | 
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| 77 |     { | 
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| 78 | //COUT(0) << "LaserGun::fire, this=" << this << std::endl; | 
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| 79 |         if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) | 
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| 80 |         { | 
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| 81 | //COUT(0) << "LaserGun::fire - ready to shoot" << std::endl; | 
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| 82 | //COUT(0) << "LaserGun::fire - bullets" << this->munition_->bullets() << std::endl; | 
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| 83 |             this->bulletReadyToShoot_ = false; | 
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| 84 |             if ( this->munition_->bullets() > 0) | 
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| 85 |             { | 
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| 86 |                 //shoot | 
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| 87 |                 this->takeBullets(); | 
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| 88 |                 this->createProjectile(); | 
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| 89 |             } | 
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| 90 |             //if there are no bullets, but magazines | 
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| 91 |             else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) | 
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| 92 |             { | 
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| 93 | //COUT(0) << "LaserGun::fire - no bullets" << std::endl; | 
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| 94 |                 this->takeMagazines(); | 
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| 95 |             } | 
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| 96 |             else | 
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| 97 |             { | 
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| 98 | //COUT(0) << "LaserGun::fire - no magazines" << std::endl; | 
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| 99 |                 //actions | 
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| 100 |             } | 
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| 101 |         } | 
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| 102 |         else | 
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| 103 |         { | 
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| 104 | //COUT(0) << "LaserGun::fire - weapon not reloaded - bullets remaining:" << this->munition_->bullets() << std::endl; | 
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| 105 |             //actions | 
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| 106 |         } | 
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| 107 |  | 
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| 108 |     } | 
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| 109 |  | 
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| 110 |  | 
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| 111 |     void Weapon::bulletTimer(float bulletLoadingTime) | 
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| 112 |     { | 
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| 113 | //COUT(0) << "Weapon::bulletTimer started" << std::endl; | 
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| 114 |         this->bReloading_ = true; | 
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| 115 |         this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); | 
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| 116 |     } | 
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| 117 |     void Weapon::magazineTimer(float magazineLoadingTime) | 
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| 118 |     { | 
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| 119 | //COUT(0) << "Weapon::magazineTimer started" << std::endl; | 
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| 120 |         this->bReloading_ = true; | 
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| 121 |         this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); | 
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| 122 |     } | 
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| 123 |  | 
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| 124 |     void Weapon::bulletReloaded() | 
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| 125 |     { | 
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| 126 |         this->bReloading_ = false; | 
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| 127 |         this->bulletReadyToShoot_ = true; | 
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| 128 |     } | 
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| 129 |  | 
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| 130 |     void Weapon::magazineReloaded() | 
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| 131 |     { | 
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| 132 |         this->bReloading_ = false; | 
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| 133 |         this->munition_->fillBullets(); | 
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| 134 |         this->magazineReadyToShoot_ = true; | 
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| 135 |         this->bulletReadyToShoot_ = true; | 
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| 136 |     } | 
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| 137 |  | 
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| 138 |  | 
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| 139 |     void Weapon::attachNeededMunition(std::string munitionName) | 
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| 140 |     { | 
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| 141 | //COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl; | 
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| 142 |         //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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| 143 |         if (this->parentWeaponSystem_) | 
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| 144 |         { | 
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| 145 | //COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl; | 
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| 146 |             Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName); | 
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| 147 |             if ( munition ) | 
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| 148 |                 this->munition_ = munition; | 
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| 149 |             else | 
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| 150 |             { | 
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| 151 |                 //create new munition with identifier | 
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| 152 | //COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl; | 
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| 153 |                 this->munitionIdentifier_ = ClassByString(munitionName); | 
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| 154 |                 this->munition_ = this->munitionIdentifier_.fabricate(this); | 
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| 155 |                 this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); | 
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| 156 |             } | 
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| 157 |         } | 
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| 158 |     } | 
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| 159 |  | 
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| 160 |  | 
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| 161 |      /*get and set functions | 
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| 162 |      * | 
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| 163 |      */ | 
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| 164 |  | 
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| 165 |     void Weapon::setMunitionType(std::string munitionType) | 
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| 166 |     {   this->munitionType_ = munitionType; } | 
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| 167 |  | 
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| 168 |     const std::string Weapon::getMunitionType() | 
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| 169 |     {   return this->munitionType_;  } | 
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| 170 |  | 
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| 171 |     void Weapon::setBulletLoadingTime(float loadingTime) | 
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| 172 |     {   this->bulletLoadingTime_ = loadingTime; } | 
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| 173 |  | 
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| 174 |     const float Weapon::getBulletLoadingTime() | 
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| 175 |     {   return this->bulletLoadingTime_;  } | 
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| 176 |  | 
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| 177 |     void Weapon::setMagazineLoadingTime(float loadingTime) | 
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| 178 |     {   this->magazineLoadingTime_ = loadingTime; } | 
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| 179 |  | 
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| 180 |     const float Weapon::getMagazineLoadingTime() | 
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| 181 |     {   return this->magazineLoadingTime_;  } | 
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| 182 |  | 
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| 183 |  | 
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| 184 |     Munition * Weapon::getAttachedMunition(std::string munitionType) | 
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| 185 |     { | 
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| 186 | //COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl; | 
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| 187 |         this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType); | 
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| 188 | //COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl; | 
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| 189 |         return this->munition_; | 
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| 190 |     } | 
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| 191 |  | 
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| 192 |     void Weapon::takeBullets() { }; | 
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| 193 |     void Weapon::createProjectile() { }; | 
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| 194 |     void Weapon::takeMagazines() { }; | 
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| 195 |  | 
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| 196 | } | 
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