| [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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| [2493] | 39 |     CreateFactory(Weapon); | 
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 | 40 |  | 
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 | 41 |     Weapon::Weapon(BaseObject* creator) : StaticEntity(creator) | 
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| [2049] | 42 |     { | 
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 | 43 |         RegisterObject(Weapon); | 
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| [2493] | 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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| [2098] | 48 |         this->munition_ = 0; | 
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| [2493] | 49 |         this->bulletLoadingTime_ = 0; | 
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 | 50 |         this->magazineLoadingTime_ = 0; | 
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 | 51 |         this->bReloading_ = false; | 
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| [2501] | 52 |  | 
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 | 53 |         this->setObjectMode(0x0); | 
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| [2049] | 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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| [2096] | 59 |  | 
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| [2493] | 60 |  | 
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 | 61 |     void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| [2096] | 62 |     { | 
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| [2493] | 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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| [2096] | 68 |  | 
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| [2493] | 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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| [2049] | 73 |     } | 
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| [2096] | 74 |  | 
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| [2493] | 75 |  | 
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 | 76 |     void Weapon::fire() | 
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| [2096] | 77 |     { | 
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| [2493] | 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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| [2096] | 107 |  | 
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 | 108 |     } | 
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| [2097] | 109 |  | 
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| [2493] | 110 |  | 
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 | 111 |     void Weapon::bulletTimer(float bulletLoadingTime) | 
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| [2097] | 112 |     { | 
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| [2493] | 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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| [2097] | 123 |  | 
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| [2493] | 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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| [2097] | 128 |     } | 
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| [2493] | 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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| [2096] | 196 | } | 
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