This repository has been archived on 2019-12-07. You can view files and clone it, but cannot push or open issues or pull requests.
dungeon-gunner/source/items/Weapon.cpp
2013-06-25 17:44:40 +02:00

102 lines
2.1 KiB
C++
Executable file

/*
* Weapon.cpp
*
* Created on: 12.08.2012
* Author: Felix
*/
#include "Weapon.h"
#include <Thor/Vectors.hpp>
#include "../World.h"
#include "../effects/Bullet.h"
#include "../util/Yaml.h"
Weapon::Weapon(World& world, Character& holder, const Yaml& config) :
Emitter(world),
mHolder(holder),
mBullet(config.get("bullet", std::string("bullet.yaml"))),
mFireInterval(config.get("fire_interval", 0)),
mReloadTime(config.get("reload_time", 0)),
mFire(false),
mAutomatic(config.get("automatic", false)),
mMagazineSize(config.get("magazine_size", 0)),
mMagazineAmmo(mMagazineSize),
mMaxTotalAmmo(config.get("max_total_ammo", 0)),
mTotalAmmo(mMaxTotalAmmo) {
}
/**
* Pull the trigger.
*/
void
Weapon::pullTrigger() {
mFire = true;
}
/**
* Release the trigger.
*/
void
Weapon::releaseTrigger() {
mFire = false;
}
/**
* Fire if the trigger has been pulled, time between bullets is over, has ammo etc.
*
* @param elapsed Amount of time to simulate.
*/
void
Weapon::onThink(int elapsed) {
if (!mTimer.isExpired())
return;
if (mIsReloading) {
mMagazineAmmo = (mTotalAmmo >= mMagazineSize)
? mMagazineSize
: mTotalAmmo;
mTotalAmmo -= mMagazineAmmo;
mIsReloading = false;
}
if (mFire && mMagazineAmmo != 0) {
emit();
if (!mAutomatic)
mFire = false;
}
if (mMagazineAmmo == 0 && mTotalAmmo != 0)
reload();
}
/**
* Creates and fires a projectile.
*/
std::shared_ptr<Sprite>
Weapon::createParticle() {
mTimer.restart(sf::milliseconds(mFireInterval));
mMagazineAmmo--;
// Minus to account for positive y-axis going downwards in SFML.
sf::Vector2f offset(0, - mHolder.getRadius());
thor::rotate(offset, thor::polarAngle(mHolder.getDirection()));
return std::shared_ptr<Sprite>(new Bullet(mHolder.getPosition() + offset,
mHolder, mHolder.getDirection(), Yaml(mBullet)));
}
int
Weapon::getMagazineAmmo() const {
return mMagazineAmmo;
}
int
Weapon::getTotalAmmo() const {
return mTotalAmmo;
}
void
Weapon::reload() {
mIsReloading = true;
mTimer.restart(sf::milliseconds(mReloadTime));
}