/* * 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 { Weapon::Weapon(BaseObject* creator) : BaseObject(creator) { RegisterObject(Weapon); this->bulletReadyToShoot_ = true; this->magazineReadyToShoot_ = true; this->setParentWeaponSystem(); } Weapon::~Weapon() { } void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Weapon, XMLPort, xmlelement, mode); } void Weapon::fire() { } void Weapon::bulletTimer() { this->bulletReloadTimer_.setTimer( this->bulletLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::bulletReloaded))); } void Weapon::magazineTimer() { this->magazineReloadTimer_.setTimer( this->magazineLoadingTime_ , false , this , createExecutor(createFunctor(&Weapon::magazineReloaded))); } void Weapon::bulletReloaded() { this->bulletReadyToShoot_ = true; } void Weapon::magazineReloaded() { this->magazineReadyToShoot_ = true; } void Weapon::attachNeededMunition(std::string munitionName) { //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_->getMunitionType(munitionName) ) this->munition_ = this->parentWeaponSystem_->getMunitionType(munitionName); else { //create new munition with identifier this->munitionIdentifier_ = ClassByString(munitionName); this->munition_ = this->munitionIdentifier_.fabricate(this); this->parentWeaponSystem_->setNewMunition(munitionName, this->munition_); } } /*get and set functions * */ void Weapon::setParentWeaponSystem() { this->parentWeaponSystem_ = this->parentWeaponSlot_->getParentWeaponSystem(); } Munition * Weapon::getAttachedMunition() { return this->munition_; } void Weapon::setBulletLoadingTime(float loadingTime) { this->bulletLoadingTime_ = loadingTime; } float Weapon::getBulletLoadingTime() { return this->bulletLoadingTime_; } void Weapon::setMagazineLoadingTime(float loadingTime) { this->magazineLoadingTime_ = loadingTime; } float Weapon::getMagazineLoadingTime() { return this->magazineLoadingTime_; } void Weapon::setBulletReadyToShoot(bool b) { this->bulletReadyToShoot_ = b; } bool Weapon::getBulletReadyToShoot() { return this->bulletReadyToShoot_; } void Weapon::setMagazineReadyToShoot(bool b) { this->magazineReadyToShoot_ = b; } bool Weapon::getMagazineReadyToShoot() { return this->magazineReadyToShoot_; } Timer * Weapon::getBulletTimer() { return &this->bulletReloadTimer_; } Timer * Weapon::getMagazineTimer() { return &this->magazineReloadTimer_; } }