[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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[2327] | 39 | CreateFactory(Weapon); |
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| 40 | |
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[2097] | 41 | Weapon::Weapon(BaseObject* creator) : BaseObject(creator) |
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[2049] | 42 | { |
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| 43 | RegisterObject(Weapon); |
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[2232] | 44 | this->bulletReadyToShoot_ = true; |
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| 45 | this->magazineReadyToShoot_ = true; |
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[2337] | 46 | this->parentWeaponSystem_ = 0; |
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| 47 | this->parentWeaponSlot_ = 0; |
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| 48 | this->munition_ = 0; |
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[2049] | 49 | } |
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| 50 | |
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| 51 | Weapon::~Weapon() |
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| 52 | { |
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| 53 | } |
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[2096] | 54 | |
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[2145] | 55 | |
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| 56 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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[2096] | 57 | { |
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[2232] | 58 | SUPER(Weapon, XMLPort, xmlelement, mode); |
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[2331] | 59 | XMLPortParam(Weapon, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); |
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[2049] | 60 | } |
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[2096] | 61 | |
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[2379] | 62 | void Weapon::setWeapon() |
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| 63 | { |
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| 64 | this->bulletLoadingTime_ = 0.5; |
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| 65 | this->magazineLoadingTime_ = 3.0; |
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| 66 | this->munition_->setMaxMagazines(100); |
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| 67 | this->munition_->setMaxBullets(30); |
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| 68 | this->munition_->fillBullets(); |
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| 69 | this->munition_->fillMagazines(); |
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| 70 | } |
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| 71 | |
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| 72 | |
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[2145] | 73 | void Weapon::fire() |
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[2096] | 74 | { |
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[2379] | 75 | COUT(0) << "LaserGun::fire, this=" << this << std::endl; |
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| 76 | if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ ) |
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| 77 | { |
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| 78 | COUT(0) << "LaserGun::fire - ready to shoot" << std::endl; |
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[2096] | 79 | |
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[2379] | 80 | this->bulletReadyToShoot_ = false; |
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| 81 | if ( this->munition_->bullets() ) |
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| 82 | { |
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| 83 | //shoot |
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| 84 | this->takeBullets(); |
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| 85 | this->createProjectile(); |
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| 86 | } |
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| 87 | //if there are no bullets, but magazines |
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| 88 | else if ( this->munition_->magazines() && !this->munition_->bullets() ) |
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| 89 | { |
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| 90 | this->takeMagazines(); |
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| 91 | } |
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| 92 | } |
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| 93 | else |
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| 94 | { |
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| 95 | COUT(0) << "LaserGun::fire - weapon not reloaded" << std::endl; |
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| 96 | } |
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| 97 | |
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[2096] | 98 | } |
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[2232] | 99 | |
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| 100 | |
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[2379] | 101 | void Weapon::bulletTimer(float bulletLoadingTime) |
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[2203] | 102 | { |
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[2379] | 103 | COUT(0) << "Weapon::bulletTimer started" << std::endl; |
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| 104 | this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); |
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[2203] | 105 | } |
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[2379] | 106 | void Weapon::magazineTimer(float magazineLoadingTime) |
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[2097] | 107 | { |
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[2379] | 108 | COUT(0) << "Weapon::magazineTimer started" << std::endl; |
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| 109 | this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); |
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[2145] | 110 | } |
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[2097] | 111 | |
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[2232] | 112 | void Weapon::bulletReloaded() |
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| 113 | { this->bulletReadyToShoot_ = true; } |
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| 114 | |
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| 115 | void Weapon::magazineReloaded() |
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[2379] | 116 | { |
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| 117 | this->munition_->fillBullets(); |
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| 118 | this->magazineReadyToShoot_ = true; |
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| 119 | } |
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[2232] | 120 | |
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| 121 | |
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[2203] | 122 | void Weapon::attachNeededMunition(std::string munitionName) |
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[2145] | 123 | { |
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[2366] | 124 | COUT(0) << "Weapon::attachNeededMunition, parentWeaponSystem=" << this->parentWeaponSystem_ << std::endl; |
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[2232] | 125 | //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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[2331] | 126 | if (this->parentWeaponSystem_) |
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[2186] | 127 | { |
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[2366] | 128 | COUT(0) << "Weapon::attachNeededMunition " << munitionName << std::endl; |
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[2331] | 129 | Munition* munition = this->parentWeaponSystem_->getMunitionType(munitionName); |
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| 130 | if ( munition ) |
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| 131 | this->munition_ = munition; |
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| 132 | else |
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| 133 | { |
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| 134 | //create new munition with identifier |
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[2337] | 135 | COUT(0) << "Weapon::attachNeededMunition, create new Munition of Type " << munitionName << std::endl; |
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[2331] | 136 | this->munitionIdentifier_ = ClassByString(munitionName); |
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| 137 | this->munition_ = this->munitionIdentifier_.fabricate(this); |
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| 138 | this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); |
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| 139 | } |
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[2186] | 140 | } |
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[2097] | 141 | } |
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[2186] | 142 | |
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[2203] | 143 | |
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[2379] | 144 | /*get and set functions |
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[2203] | 145 | * |
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| 146 | */ |
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[2331] | 147 | |
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| 148 | void Weapon::setMunitionType(std::string munitionType) |
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[2347] | 149 | { |
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| 150 | COUT(0) << "Weapon::setMunitionType (XMLPort) "<< munitionType << std::endl; |
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| 151 | this->munitionType_ = munitionType; } |
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[2331] | 152 | |
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[2354] | 153 | const std::string Weapon::getMunitionType() |
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[2331] | 154 | { return this->munitionType_; } |
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| 155 | |
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[2337] | 156 | Munition * Weapon::getAttachedMunition(std::string munitionType) |
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| 157 | { |
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[2354] | 158 | COUT(0) << "Weapon::getAttachedMunition, parentWeaponSystem_="<< this->parentWeaponSystem_ << std::endl; |
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| 159 | this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionType); |
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[2337] | 160 | COUT(0) << "Weapon::getAttachedMunition, munition_="<< this->munition_ << std::endl; |
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| 161 | return this->munition_; } |
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[2203] | 162 | |
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[2379] | 163 | |
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| 164 | |
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[2232] | 165 | void Weapon::setBulletLoadingTime(float loadingTime) |
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| 166 | { this->bulletLoadingTime_ = loadingTime; } |
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[2203] | 167 | |
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[2232] | 168 | float Weapon::getBulletLoadingTime() |
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| 169 | { return this->bulletLoadingTime_; } |
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[2203] | 170 | |
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[2232] | 171 | void Weapon::setMagazineLoadingTime(float loadingTime) |
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| 172 | { this->magazineLoadingTime_ = loadingTime; } |
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[2203] | 173 | |
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[2232] | 174 | float Weapon::getMagazineLoadingTime() |
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| 175 | { return this->magazineLoadingTime_; } |
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| 176 | |
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| 177 | |
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| 178 | Timer<Weapon> * Weapon::getBulletTimer() |
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| 179 | { return &this->bulletReloadTimer_; } |
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| 180 | |
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| 181 | Timer<Weapon> * Weapon::getMagazineTimer() |
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| 182 | { return &this->magazineReloadTimer_; } |
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[2379] | 183 | |
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| 184 | void Weapon::takeBullets() { }; |
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| 185 | void Weapon::createProjectile() { }; |
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| 186 | void Weapon::takeMagazines() { }; |
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| 187 | |
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[2096] | 188 | } |
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