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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/Weapon.cc @ 2288

Last change on this file since 2288 was 2288, checked in by polakma, 15 years ago

added WeaponPack

  • Property svn:eol-style set to native
File size: 3.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
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 *      Martin Polak
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "util/Debug.h"
34
35#include "Weapon.h"
36
37namespace orxonox
38{
39    Weapon::Weapon(BaseObject* creator) : BaseObject(creator)
40    {
41        RegisterObject(Weapon);
42        this->bulletReadyToShoot_ = true;
43        this->magazineReadyToShoot_ = true;
44        this->setParentWeaponSystem();
45    }
46
47    Weapon::~Weapon()
48    {
49    }
50
51
52    void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode)
53    {
54        SUPER(Weapon, XMLPort, xmlelement, mode);
55    }
56
57    void Weapon::fire()
58    {
59
60    }
61
62
63    void Weapon::bulletTimer()
64    {
65        this->bulletReloadTimer_.setTimer( this->bulletLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded)));
66    }
67    void Weapon::magazineTimer()
68    {
69        this->magazineReloadTimer_.setTimer( this->magazineLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded)));
70    }
71
72    void Weapon::bulletReloaded()
73    { this->bulletReadyToShoot_ = true; }
74
75    void Weapon::magazineReloaded()
76    { this->magazineReadyToShoot_ = true; }
77
78
79    void Weapon::attachNeededMunition(std::string munitionName)
80    {
81        //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
82        if ( this->parentWeaponSystem_->getMunitionType(munitionName) )
83            this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionName);
84        else
85        {
86            //create new munition with identifier
87            this->munitionIdentifier_ = ClassByString(munitionName);
88            this->munition_ = this->munitionIdentifier_.fabricate(this);
89            this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_);
90        }
91    }
92
93
94    /*get and set functions
95     *
96     */
97    void Weapon::setParentWeaponSystem()
98    {   this->parentWeaponSystem_ = this->parentWeaponSlot_->getParentWeaponSystem(); }
99
100    Munition * Weapon::getAttachedMunition()
101    {   return this->munition_; }
102
103    void Weapon::setBulletLoadingTime(float loadingTime)
104    {   this->bulletLoadingTime_ = loadingTime;   }
105
106    float Weapon::getBulletLoadingTime()
107    {   return this->bulletLoadingTime_;  }
108
109    void Weapon::setMagazineLoadingTime(float loadingTime)
110    {   this->magazineLoadingTime_ = loadingTime;   }
111
112    float Weapon::getMagazineLoadingTime()
113    {   return this->magazineLoadingTime_;  }
114
115    void Weapon::setBulletReadyToShoot(bool b)
116    {   this->bulletReadyToShoot_ = b;   }
117
118    bool Weapon::getBulletReadyToShoot()
119    {   return this->bulletReadyToShoot_;    }
120
121    void Weapon::setMagazineReadyToShoot(bool b)
122    {   this->magazineReadyToShoot_ = b;   }
123
124    bool Weapon::getMagazineReadyToShoot()
125    {   return this->magazineReadyToShoot_;    }
126
127    Timer<Weapon> * Weapon::getBulletTimer()
128    {   return &this->bulletReloadTimer_;   }
129
130    Timer<Weapon> * Weapon::getMagazineTimer()
131    {   return &this->magazineReloadTimer_;   }
132}
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