171 lines
3.8 KiB
C++
Executable file
171 lines
3.8 KiB
C++
Executable file
/*
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* Weapon.cpp
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*
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* Created on: 12.08.2012
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* Author: Felix
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*/
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#include "Weapon.h"
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#include <Thor/Vectors.hpp>
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#include "../World.h"
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#include "../effects/Bullet.h"
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#include "../util/Yaml.h"
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Weapon::Weapon(World& world, Character& holder, const Yaml& config) :
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Item(Vector2f(80, 30), "weapon.png"),
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mWorld(world),
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mHolder(&holder),
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mName(config.get("name", std::string())),
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mProjectile(config.get("bullet", std::string("bullet.yaml"))),
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mDamage(config.get("damage", 0)),
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mProjectileSpeed(config.get("projectile_speed", 0.0f)),
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mFireInterval(config.get("fire_interval", 0)),
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mReloadTime(config.get("reload_time", 0)),
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mFiring(false),
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mAutomatic(config.get("automatic", false)),
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mMagazineSize(config.get("magazine_size", 0)),
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mMagazineAmmo(mMagazineSize),
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mMaxTotalAmmo(config.get("max_total_ammo", 0)),
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mTotalAmmo(mMaxTotalAmmo),
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mPellets(config.get("pellets", 0)),
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mPelletSpread(config.get("pellet_spread", 0.0f)),
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mReloadSingle(config.get("reload_single", false)),
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mSpread(config.get("spread", 0.0f)),
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mSpreadMoving(config.get("spread_moving", 0.0f)),
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mMaxRange(config.get("max_range", 0.0f)),
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mRequiresAmmo(!config.get("requires_no_ammo", false)) {
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}
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/**
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* Pull the trigger.
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*/
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void
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Weapon::pullTrigger() {
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mFiring = true;
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}
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/**
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* Release the trigger.
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*/
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void
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Weapon::releaseTrigger() {
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mFiring = false;
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}
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/**
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* Fire if the trigger has been pulled, time between bullets is over, has ammo etc.
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*
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* @param elapsed Amount of time to simulate.
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*/
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void
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Weapon::onThink(int elapsed) {
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if (!mTimer.isExpired())
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return;
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if (mIsReloading) {
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if (!mReloadSingle) {
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mMagazineAmmo = (mTotalAmmo >= mMagazineSize)
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? mMagazineSize
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: mTotalAmmo;
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mTotalAmmo -= mMagazineAmmo;
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mIsReloading = false;
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}
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else if (mTotalAmmo > 0) {
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mMagazineAmmo++;
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mTotalAmmo--;
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if (mMagazineAmmo == mMagazineSize)
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mIsReloading = false;
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else
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reload();
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}
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else
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mIsReloading = false;
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}
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if (mFiring && (!mRequiresAmmo || mMagazineAmmo != 0)) {
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fire();
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if (!mAutomatic)
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mFiring = false;
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}
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if (mRequiresAmmo && mMagazineAmmo == 0 && mTotalAmmo != 0)
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reload();
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}
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/**
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* Creates and fires a projectile.
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*/
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void
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Weapon::fire() {
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mTimer.restart(sf::milliseconds(mFireInterval));
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if (mRequiresAmmo)
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mMagazineAmmo--;
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if (mPellets == 0)
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insertProjectile(0.0f);
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else
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for (int i = - mPellets / 2; i < mPellets / 2; i++) {
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insertProjectile(i * mPelletSpread);
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}
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}
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int
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Weapon::getMagazineAmmo() const {
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return mMagazineAmmo;
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}
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int
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Weapon::getTotalAmmo() const {
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return mTotalAmmo;
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}
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std::string
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Weapon::getName() const {
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return mName;
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}
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void
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Weapon::reload() {
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if (mMagazineAmmo == mMagazineSize)
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return;
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mIsReloading = true;
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mTimer.restart(sf::milliseconds(mReloadTime));
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}
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void
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Weapon::cancelReload() {
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mIsReloading = false;
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// To make sure time isn't skipped.
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mTimer.restart(sf::milliseconds(mFireInterval));
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}
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void
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Weapon::setHolder(Character& holder) {
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mHolder = &holder;
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}
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/**
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* Creates a new projectile and inserts it into the world.
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*
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* @param angle Inaccuracy of the projectile, 0 is straight forward.
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*/
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void
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Weapon::insertProjectile(float angle) {
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Vector2f offset(mHolder->getDirection() * mHolder->getRadius());
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float spread = (mHolder->getSpeed() == Vector2f())
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? mSpread
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: mSpreadMoving;
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std::uniform_real_distribution<float> distribution(- spread, spread);
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angle += distribution(mGenerator) + 90.0f;
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Vector2f direction(thor::rotatedVector(mHolder->getDirection(), angle));
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std::shared_ptr<Sprite> projectile(new Bullet(mHolder->getPosition() + offset,
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*mHolder, direction, mProjectile, mProjectileSpeed,
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mDamage, mMaxRange));
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mWorld.insert(projectile);
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}
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