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weapon.cpp
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119 lines (105 loc) · 1.99 KB
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#include "weapon.h"
#include <iostream>
// Weapon Class
Weapon::Weapon(char *name, int magsize, int chambertime, int reloadtime, int aimtime, int burstcount, int supression, int supressionarea)
{
m_iMagSize = magsize;
m_iMagRemaining = m_iMagSize;
m_iChamberTime = chambertime;
m_iReloadTime = reloadtime;
m_iBurstCount = burstcount;
m_iDefaultAimTime = aimtime;
m_iAimTime = m_iDefaultAimTime;
m_iSupression = supression;
m_iSupressionArea = supressionarea;
m_pName = name;
int m_iReloadSpeedCheck = m_iReloadTime;
int m_iChamberSpeedCheck = m_iChamberTime;
int m_iAimSpeedCheck = m_iAimTime;
int m_iBurstCountCheck = m_iBurstCount;
}
void Weapon::Update(int frametime)
{
if(m_iMagRemaining == 0)
{
Reload();
m_iBurstCountCheck = m_iBurstCount;
}
if(m_bReloading)
{
m_iReloadSpeedCheck -= frametime;
if(m_iReloadSpeedCheck < 0)
{
m_iReloadSpeedCheck = m_iReloadTime;
m_iMagRemaining = m_iMagSize;
m_bReloading = false;
}
}
if(m_bAiming)
{
m_iAimSpeedCheck -= frametime;
if(m_iAimSpeedCheck < 0)
{
m_iAimSpeedCheck = m_iAimTime;
m_bAiming = false;
}
}
if(m_bFiring && !m_bReloading && !m_bAiming)
{
m_iChamberSpeedCheck -= frametime;
if(m_iChamberSpeedCheck < 0)
{
m_iChamberSpeedCheck = m_iChamberTime;
m_iMagRemaining--;
m_iBurstCountCheck--;
if(m_iBurstCountCheck < 0)
{
m_iBurstCountCheck = m_iBurstCount;
m_bAiming = true;
}
m_bHasFired = true;
}
}
}
void Weapon::Reload()
{
m_bReloading = true;
}
void Weapon::Fire()
{
m_bFiring = true;
}
void Weapon::CeaseFire()
{
m_bFiring = false;
}
bool Weapon::hasFired()
{
if(m_bHasFired)
{
m_bHasFired = false;
return true;
}
else
return false;
}
int Weapon::getSupression()
{
return m_iSupression;
}
int Weapon::getSupressionArea()
{
return m_iSupressionArea;
}
char* Weapon::getName()
{
return m_pName;
}
void Weapon::setAimDelay(int aimdelay)
{
m_iAimTime = aimdelay + m_iDefaultAimTime;
}
void Weapon::ResetAimDelay()
{
m_iAimTime = m_iDefaultAimTime;
}