/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "util/Debug.h" #include "Weapon.h" namespace orxonox { CreateFactory(Weapon); Weapon::Weapon(BaseObject* creator) : StaticEntity(creator) { RegisterObject(Weapon); this->bulletReadyToShoot_ = true; this->magazineReadyToShoot_ = true; this->parentWeaponSystem_ = 0; this->attachedToWeaponSlot_ = 0; this->munition_ = 0; this->bulletLoadingTime_ = 0; this->magazineLoadingTime_ = 0; this->bReloading_ = false; } Weapon::~Weapon() { } void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Weapon, XMLPort, xmlelement, mode); XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); XMLPortParam(Weapon, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); XMLPortParam(Weapon, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); } void Weapon::setWeapon() { this->munition_->fillBullets(); this->munition_->fillMagazines(); } void Weapon::fire() { //COUT(0) << "LaserGun::fire, this=" << this << std::endl; if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) { //COUT(0) << "LaserGun::fire - ready to shoot" << std::endl; //COUT(0) << "LaserGun::fire - bullets" << this->munition_->bullets() << std::endl; this->bulletReadyToShoot_ = false; if ( this->munition_->bullets() > 0) { //shoot this->takeBullets(); this->createProjectile(); } //if there are no bullets, but magazines else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) { //COUT(0) << "LaserGun::fire - no bullets" << std::endl; this->takeMagazines(); } else { //COUT(0) << "LaserGun::fire - no magazines" << std::endl; //actions } } else { //COUT(0) << "LaserGun::fire - weapon not reloaded - bullets remaining:" << this->munition_->bullets() << std::endl; //actions } } void Weapon::bulletTimer(float bulletLoadingTime) { //COUT(0) << "Weapon::bulletTimer started" << std::endl; this->bReloading_ = true; this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); } void Weapon::magazineTimer(float magazineLoadingTime) { //COUT(0) << "Weapon::magazineTimer started" << std::endl; this->bReloading_ = true; this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); } void Weapon::bulletReloaded() { this->bReloading_ = false; this->bulletReadyToShoot_ = true; } void Weapon::magazineReloaded() { this->bReloading_ = false; this->munition_->fillBullets(); this->magazineReadyToShoot_ = true; this->bulletReadyToShoot_ = true; } void Weapon::attachNeededMunition(std::string munitionName) { //COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl; //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 if (this->parentWeaponSystem_) { //COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl; Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName); if ( munition ) this->munition_ = munition; else { //create new munition with identifier //COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl; this->munitionIdentifier_ = ClassByString(munitionName); this->munition_ = this->munitionIdentifier_.fabricate(this); this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); } } } /*get and set functions * */ void Weapon::setMunitionType(std::string munitionType) { this->munitionType_ = munitionType; } const std::string Weapon::getMunitionType() { return this->munitionType_; } void Weapon::setBulletLoadingTime(float loadingTime) { this->bulletLoadingTime_ = loadingTime; } const float Weapon::getBulletLoadingTime() { return this->bulletLoadingTime_; } void Weapon::setMagazineLoadingTime(float loadingTime) { this->magazineLoadingTime_ = loadingTime; } const float Weapon::getMagazineLoadingTime() { return this->magazineLoadingTime_; } Munition * Weapon::getAttachedMunition(std::string munitionType) { //COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl; this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType); //COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl; return this->munition_; } void Weapon::takeBullets() { }; void Weapon::createProjectile() { }; void Weapon::takeMagazines() { }; }