| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Martin Polak | 
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| 24 | *      Fabian 'x3n' Landau | 
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| 25 | *   Co-authors: | 
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| 26 | *      ... | 
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| 27 | * | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | #include "Weapon.h" | 
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| 31 |  | 
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| 32 | #include "core/CoreIncludes.h" | 
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| 33 | #include "core/XMLPort.h" | 
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| 34 |  | 
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| 35 | #include "WeaponMode.h" | 
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| 36 | #include "WeaponPack.h" | 
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| 37 | #include "WeaponSystem.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 | RegisterClass(Weapon); | 
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| 42 |  | 
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| 43 | Weapon::Weapon(Context* context) : StaticEntity(context) | 
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| 44 | { | 
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| 45 | RegisterObject(Weapon); | 
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| 46 |  | 
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| 47 | this->weaponPack_ = nullptr; | 
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| 48 | this->weaponSlot_ = nullptr; | 
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| 49 | this->bReloading_ = false; | 
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| 50 | this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| 51 |  | 
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| 52 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&Weapon::reloaded, this))); | 
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| 53 | this->reloadTimer_.stopTimer(); | 
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| 54 | } | 
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| 55 |  | 
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| 56 | Weapon::~Weapon() | 
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| 57 | { | 
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| 58 | if (this->isInitialized()) | 
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| 59 | { | 
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| 60 | if (this->weaponPack_) | 
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| 61 | this->weaponPack_->removeWeapon(this); | 
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| 62 |  | 
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| 63 | for (const auto& mapEntry : this->weaponmodes_) | 
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| 64 | mapEntry.second->destroy(); | 
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| 65 | } | 
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| 66 | } | 
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| 67 |  | 
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| 68 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 69 | { | 
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| 70 | SUPER(Weapon, XMLPort, xmlelement, mode); | 
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| 71 |  | 
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| 72 | XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode); | 
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| 73 | } | 
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| 74 |  | 
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| 75 | void Weapon::addWeaponmode(WeaponMode* weaponmode) | 
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| 76 | { | 
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| 77 | if (!weaponmode) | 
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| 78 | return; | 
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| 79 |  | 
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| 80 | this->weaponmodes_.insert(std::pair<unsigned int, WeaponMode*>(weaponmode->getMode(), weaponmode)); | 
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| 81 | weaponmode->setWeapon(this); | 
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| 82 | } | 
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| 83 |  | 
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| 84 | WeaponMode* Weapon::getWeaponmode(unsigned int index) const | 
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| 85 | { | 
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| 86 | unsigned int i = 0; | 
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| 87 | for (const auto& mapEntry : this->weaponmodes_) | 
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| 88 | { | 
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| 89 | if (i == index) | 
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| 90 | return mapEntry.second; | 
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| 91 |  | 
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| 92 | ++i; | 
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| 93 | } | 
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| 94 | return nullptr; | 
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| 95 | } | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | @brief | 
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| 99 | Fire this Weapon with the the WeaponMode defined by @param mode | 
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| 100 | */ | 
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| 101 | void Weapon::fire(unsigned int mode) | 
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| 102 | { | 
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| 103 | // To avoid firing with more than one mode at the same time, we lock the weapon (reloading) for | 
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| 104 | // all modes except the one which is currently reloading. | 
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| 105 | // | 
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| 106 | // Example: | 
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| 107 | // WeaponMode A -> mode 0 | 
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| 108 | // WeaponMode B -> mode 0 | 
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| 109 | // WeaponMode C -> mode 1 | 
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| 110 | // | 
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| 111 | // -> A and B can fire at the same time, but C has to wait until both (A and B) have reloaded | 
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| 112 | // -> If C fires, A and B have to wait until C has reloaded | 
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| 113 | // | 
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| 114 | // Note: The reloading of each WeaponMode is internally handled by each A, B and C. | 
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| 115 | //       The reloading of the weapon is only performed to avoid firing with different modes at the same time. | 
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| 116 | if (this->bReloading_ && this->reloadingWeaponmode_ != mode) | 
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| 117 | return; | 
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| 118 |  | 
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| 119 | std::multimap<unsigned int, WeaponMode*>::iterator start = this->weaponmodes_.lower_bound(mode); | 
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| 120 | std::multimap<unsigned int, WeaponMode*>::iterator end   = this->weaponmodes_.upper_bound(mode); | 
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| 121 |  | 
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| 122 | for (std::multimap<unsigned int, WeaponMode*>::iterator it = start; it != end; ++it) | 
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| 123 | { | 
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| 124 | float reloading_time = 0; | 
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| 125 | if (it->second->fire(&reloading_time)) | 
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| 126 | { | 
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| 127 | this->bReloading_ = true; | 
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| 128 | this->reloadingWeaponmode_ = mode; | 
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| 129 |  | 
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| 130 | this->reloadTimer_.setInterval(reloading_time); | 
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| 131 | this->reloadTimer_.startTimer(); | 
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| 132 | } | 
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| 133 | } | 
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| 134 | } | 
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| 135 |  | 
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| 136 | /** | 
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| 137 | @brief | 
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| 138 | Reload all @ref orxonox::WeaponMode weapon modes of this weapon. | 
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| 139 | */ | 
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| 140 | void Weapon::reload() | 
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| 141 | { | 
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| 142 | for (const auto& mapEntry : this->weaponmodes_) | 
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| 143 | mapEntry.second->reload(); | 
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| 144 | } | 
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| 145 |  | 
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| 146 | void Weapon::reloaded() | 
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| 147 | { | 
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| 148 | this->bReloading_ = false; | 
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| 149 | this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| 150 | } | 
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| 151 |  | 
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| 152 | void Weapon::notifyWeaponModes() | 
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| 153 | { | 
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| 154 | for (const auto& mapEntry : this->weaponmodes_) | 
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| 155 | mapEntry.second->setWeapon(this); | 
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| 156 | } | 
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| 157 |  | 
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| 158 | void Weapon::updateMunition() | 
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| 159 | { | 
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| 160 | for (const auto& mapEnty : this->weaponmodes_) | 
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| 161 | mapEnty.second->updateMunition(); | 
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| 162 | } | 
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| 163 | } | 
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