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source: code/branches/core6/src/orxonox/weaponsystem/Weapon.cc @ 9638

Last change on this file since 9638 was 9638, checked in by landauf, 11 years ago

renamed CreateFactory() as RegisterClass() to be more consistent with the corresponding RegisterObject() macro

  • Property svn:eol-style set to native
File size: 4.8 KB
RevLine 
[2049]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
[2918]24 *      Fabian 'x3n' Landau
[2049]25 *   Co-authors:
26 *      ...
27 *
28 */
29
[2912]30#include "Weapon.h"
[2049]31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34
[2918]35#include "WeaponMode.h"
[2915]36#include "WeaponPack.h"
[2912]37#include "WeaponSystem.h"
[2096]38
[2049]39namespace orxonox
40{
[9638]41    RegisterClass(Weapon);
[2662]42
[9629]43    Weapon::Weapon(Context* context) : StaticEntity(context)
[2049]44    {
45        RegisterObject(Weapon);
[2893]46
[2914]47        this->weaponPack_ = 0;
48        this->weaponSlot_ = 0;
[2662]49        this->bReloading_ = false;
[2918]50        this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
[2912]51
[5929]52        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&Weapon::reloaded, this)));
[2918]53        this->reloadTimer_.stopTimer();
[2049]54    }
55
56    Weapon::~Weapon()
57    {
[2918]58        if (this->isInitialized())
59        {
60            if (this->weaponPack_)
61                this->weaponPack_->removeWeapon(this);
62
63            for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
[5929]64                it->second->destroy();
[2918]65        }
[2049]66    }
[2096]67
[2662]68    void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[2096]69    {
[2662]70        SUPER(Weapon, XMLPort, xmlelement, mode);
[2915]71
[2918]72        XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode);
[2662]73    }
[2096]74
[2918]75    void Weapon::addWeaponmode(WeaponMode* weaponmode)
[2662]76    {
[2918]77        if (!weaponmode)
78            return;
79
80        this->weaponmodes_.insert(std::pair<unsigned int, WeaponMode*>(weaponmode->getMode(), weaponmode));
81        weaponmode->setWeapon(this);
[2049]82    }
[2096]83
[2918]84    WeaponMode* Weapon::getWeaponmode(unsigned int index) const
[2893]85    {
[2918]86        unsigned int i = 0;
87        for (std::multimap<unsigned int, WeaponMode*>::const_iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
88        {
89            if (i == index)
90                return it->second;
91
92            ++i;
93        }
94        return 0;
[2893]95    }
[2662]96
[2918]97    void Weapon::fire(unsigned int mode)
[2096]98    {
[2918]99        // To avoid firing with more than one mode at the same time, we lock the weapon (reloading) for
100        // all modes except the one which is currently reloading.
101        //
102        // Example:
103        // WeaponMode A -> mode 0
104        // WeaponMode B -> mode 0
105        // WeaponMode C -> mode 1
106        //
107        // -> A and B can fire at the same time, but C has to wait until both (A and B) have reloaded
108        // -> If C fires, A and B have to wait until C has reloaded
109        //
110        // Note: The reloading of each WeaponMode is internally handled by each A, B and C.
111        //       The reloading of the weapon is only performed to avoid firing with different modes at the same time.
112        if (this->bReloading_ && this->reloadingWeaponmode_ != mode)
113            return;
114
115        std::multimap<unsigned int, WeaponMode*>::iterator start = this->weaponmodes_.lower_bound(mode);
116        std::multimap<unsigned int, WeaponMode*>::iterator end   = this->weaponmodes_.upper_bound(mode);
117
118        for (std::multimap<unsigned int, WeaponMode*>::iterator it = start; it != end; ++it)
[2662]119        {
[2918]120            float reloading_time = 0;
121            if (it->second->fire(&reloading_time))
[2662]122            {
[2918]123                this->bReloading_ = true;
124                this->reloadingWeaponmode_ = mode;
125
126                this->reloadTimer_.setInterval(reloading_time);
127                this->reloadTimer_.startTimer();
[2662]128            }
129        }
[2096]130    }
[2097]131
[2918]132    void Weapon::reload()
[2097]133    {
[2918]134        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
135            it->second->reload();
[2662]136    }
[2097]137
[2918]138    void Weapon::reloaded()
[2662]139    {
140        this->bReloading_ = false;
[2918]141        this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
[2097]142    }
[2662]143
[2918]144    void Weapon::notifyWeaponModes()
[2662]145    {
[2918]146        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
147            it->second->setWeapon(this);
[2662]148    }
[2096]149}
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