| [2049] | 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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| [2918] | 24 | *      Fabian 'x3n' Landau | 
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| [2049] | 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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| [2912] | 30 | #include "Weapon.h" | 
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| [2049] | 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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| [2918] | 35 | #include "WeaponMode.h" | 
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| [2915] | 36 | #include "WeaponPack.h" | 
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| [2912] | 37 | #include "WeaponSystem.h" | 
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| [2096] | 38 |  | 
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| [2049] | 39 | namespace orxonox | 
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|  | 40 | { | 
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| [9667] | 41 | RegisterClass(Weapon); | 
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| [2662] | 42 |  | 
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| [9667] | 43 | Weapon::Weapon(Context* context) : StaticEntity(context) | 
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| [2049] | 44 | { | 
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|  | 45 | RegisterObject(Weapon); | 
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| [2893] | 46 |  | 
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| [2914] | 47 | this->weaponPack_ = 0; | 
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|  | 48 | this->weaponSlot_ = 0; | 
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| [2662] | 49 | this->bReloading_ = false; | 
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| [2918] | 50 | this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| [2912] | 51 |  | 
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| [5929] | 52 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&Weapon::reloaded, this))); | 
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| [2918] | 53 | this->reloadTimer_.stopTimer(); | 
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| [2049] | 54 | } | 
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|  | 55 |  | 
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|  | 56 | Weapon::~Weapon() | 
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|  | 57 | { | 
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| [2918] | 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 (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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| [5929] | 64 | it->second->destroy(); | 
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| [2918] | 65 | } | 
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| [2049] | 66 | } | 
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| [2096] | 67 |  | 
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| [2662] | 68 | void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| [2096] | 69 | { | 
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| [2662] | 70 | SUPER(Weapon, XMLPort, xmlelement, mode); | 
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| [2915] | 71 |  | 
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| [2918] | 72 | XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode); | 
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| [2662] | 73 | } | 
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| [2096] | 74 |  | 
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| [2918] | 75 | void Weapon::addWeaponmode(WeaponMode* weaponmode) | 
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| [2662] | 76 | { | 
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| [2918] | 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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| [2049] | 82 | } | 
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| [2096] | 83 |  | 
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| [2918] | 84 | WeaponMode* Weapon::getWeaponmode(unsigned int index) const | 
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| [2893] | 85 | { | 
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| [2918] | 86 | unsigned int i = 0; | 
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|  | 87 | for (std::multimap<unsigned int, WeaponMode*>::const_iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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|  | 88 | { | 
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|  | 89 | if (i == index) | 
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|  | 90 | return it->second; | 
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|  | 91 |  | 
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|  | 92 | ++i; | 
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|  | 93 | } | 
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|  | 94 | return 0; | 
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| [2893] | 95 | } | 
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| [2662] | 96 |  | 
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| [10650] | 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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| [2918] | 101 | void Weapon::fire(unsigned int mode) | 
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| [2096] | 102 | { | 
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| [2918] | 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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| [2662] | 123 | { | 
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| [2918] | 124 | float reloading_time = 0; | 
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|  | 125 | if (it->second->fire(&reloading_time)) | 
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| [2662] | 126 | { | 
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| [2918] | 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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| [2662] | 132 | } | 
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|  | 133 | } | 
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| [2096] | 134 | } | 
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| [2097] | 135 |  | 
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| [2918] | 136 | void Weapon::reload() | 
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| [2097] | 137 | { | 
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| [2918] | 138 | for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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|  | 139 | it->second->reload(); | 
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| [2662] | 140 | } | 
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| [2097] | 141 |  | 
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| [2918] | 142 | void Weapon::reloaded() | 
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| [2662] | 143 | { | 
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|  | 144 | this->bReloading_ = false; | 
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| [2918] | 145 | this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| [2097] | 146 | } | 
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| [2662] | 147 |  | 
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| [2918] | 148 | void Weapon::notifyWeaponModes() | 
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| [2662] | 149 | { | 
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| [2918] | 150 | for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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|  | 151 | it->second->setWeapon(this); | 
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| [2662] | 152 | } | 
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| [2096] | 153 | } | 
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