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source: code/trunk/src/orxonox/objects/weaponsystem/Weapon.cc @ 3077

Last change on this file since 3077 was 3053, checked in by landauf, 16 years ago

merged weapons branch back to trunk

  • 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
30#include "OrxonoxStableHeaders.h"
[2912]31#include "Weapon.h"
[2049]32
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35
[2918]36#include "WeaponMode.h"
[2915]37#include "WeaponPack.h"
[2912]38#include "WeaponSystem.h"
[2096]39
[2049]40namespace orxonox
41{
[2662]42    CreateFactory(Weapon);
43
44    Weapon::Weapon(BaseObject* creator) : StaticEntity(creator)
[2049]45    {
46        RegisterObject(Weapon);
[2893]47
[2914]48        this->weaponPack_ = 0;
49        this->weaponSlot_ = 0;
[2662]50        this->bReloading_ = false;
[2918]51        this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
[2912]52
[2918]53        this->reloadTimer_.setTimer(0.0f, false, this, createExecutor(createFunctor(&Weapon::reloaded)));
54        this->reloadTimer_.stopTimer();
[2049]55    }
56
57    Weapon::~Weapon()
58    {
[2918]59        if (this->isInitialized())
60        {
61            if (this->weaponPack_)
62                this->weaponPack_->removeWeapon(this);
63
64            for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
65                delete it->second;
66        }
[2049]67    }
[2096]68
[2662]69    void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[2096]70    {
[2662]71        SUPER(Weapon, XMLPort, xmlelement, mode);
[2915]72
[2918]73        XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode);
[2662]74    }
[2096]75
[2918]76    void Weapon::addWeaponmode(WeaponMode* weaponmode)
[2662]77    {
[2918]78        if (!weaponmode)
79            return;
80
81        this->weaponmodes_.insert(std::pair<unsigned int, WeaponMode*>(weaponmode->getMode(), weaponmode));
82        weaponmode->setWeapon(this);
[2049]83    }
[2096]84
[2918]85    WeaponMode* Weapon::getWeaponmode(unsigned int index) const
[2893]86    {
[2918]87        unsigned int i = 0;
88        for (std::multimap<unsigned int, WeaponMode*>::const_iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
89        {
90            if (i == index)
91                return it->second;
92
93            ++i;
94        }
95        return 0;
[2893]96    }
[2662]97
[2918]98    void Weapon::fire(unsigned int mode)
[2096]99    {
[2918]100        // To avoid firing with more than one mode at the same time, we lock the weapon (reloading) for
101        // all modes except the one which is currently reloading.
102        //
103        // Example:
104        // WeaponMode A -> mode 0
105        // WeaponMode B -> mode 0
106        // WeaponMode C -> mode 1
107        //
108        // -> A and B can fire at the same time, but C has to wait until both (A and B) have reloaded
109        // -> If C fires, A and B have to wait until C has reloaded
110        //
111        // Note: The reloading of each WeaponMode is internally handled by each A, B and C.
112        //       The reloading of the weapon is only performed to avoid firing with different modes at the same time.
113        if (this->bReloading_ && this->reloadingWeaponmode_ != mode)
114            return;
115
116        std::multimap<unsigned int, WeaponMode*>::iterator start = this->weaponmodes_.lower_bound(mode);
117        std::multimap<unsigned int, WeaponMode*>::iterator end   = this->weaponmodes_.upper_bound(mode);
118
119        for (std::multimap<unsigned int, WeaponMode*>::iterator it = start; it != end; ++it)
[2662]120        {
[2918]121            float reloading_time = 0;
122            if (it->second->fire(&reloading_time))
[2662]123            {
[2918]124                this->bReloading_ = true;
125                this->reloadingWeaponmode_ = mode;
126
127                this->reloadTimer_.setInterval(reloading_time);
128                this->reloadTimer_.startTimer();
[2662]129            }
130        }
[2096]131    }
[2097]132
[2918]133    void Weapon::reload()
[2097]134    {
[2918]135        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
136            it->second->reload();
[2662]137    }
[2097]138
[2918]139    void Weapon::reloaded()
[2662]140    {
141        this->bReloading_ = false;
[2918]142        this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
[2097]143    }
[2662]144
[2918]145    void Weapon::notifyWeaponModes()
[2662]146    {
[2918]147        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
148            it->second->setWeapon(this);
[2662]149    }
[2096]150}
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