105 lines
2.2 KiB
C++
Executable file
105 lines
2.2 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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Emitter(world),
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mHolder(holder),
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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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mFire(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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}
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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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mFire = 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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mFire = 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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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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if (mFire && mMagazineAmmo != 0) {
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emit();
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if (!mAutomatic)
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mFire = false;
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}
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if (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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std::shared_ptr<Sprite>
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Weapon::createParticle() {
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mTimer.restart(sf::milliseconds(mFireInterval));
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mMagazineAmmo--;
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// Minus to account for positive y-axis going downwards in SFML.
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sf::Vector2f offset(0, - mHolder.getRadius());
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thor::rotate(offset, thor::polarAngle(mHolder.getDirection()));
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return std::shared_ptr<Sprite>(new Bullet(mHolder.getPosition() + offset,
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mHolder, mHolder.getDirection(), mProjectile, mProjectileSpeed,
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mDamage));
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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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void
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Weapon::reload() {
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mIsReloading = true;
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mTimer.restart(sf::milliseconds(mReloadTime));
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}
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