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source: code/branches/steering/src/orxonox/weaponsystem/Weapon.cc @ 6058

Last change on this file since 6058 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 4.8 KB
Line 
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
24 *      Fabian 'x3n' Landau
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "Weapon.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34
35#include "WeaponMode.h"
36#include "WeaponPack.h"
37#include "WeaponSystem.h"
38
39namespace orxonox
40{
41    CreateFactory(Weapon);
42
43    Weapon::Weapon(BaseObject* creator) : StaticEntity(creator)
44    {
45        RegisterObject(Weapon);
46
47        this->weaponPack_ = 0;
48        this->weaponSlot_ = 0;
49        this->bReloading_ = false;
50        this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
51
52        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&Weapon::reloaded, this)));
53        this->reloadTimer_.stopTimer();
54    }
55
56    Weapon::~Weapon()
57    {
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)
64                it->second->destroy();
65        }
66    }
67
68    void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(Weapon, XMLPort, xmlelement, mode);
71
72        XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode);
73    }
74
75    void Weapon::addWeaponmode(WeaponMode* weaponmode)
76    {
77        if (!weaponmode)
78            return;
79
80        this->weaponmodes_.insert(std::pair<unsigned int, WeaponMode*>(weaponmode->getMode(), weaponmode));
81        weaponmode->setWeapon(this);
82    }
83
84    WeaponMode* Weapon::getWeaponmode(unsigned int index) const
85    {
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;
95    }
96
97    void Weapon::fire(unsigned int mode)
98    {
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)
119        {
120            float reloading_time = 0;
121            if (it->second->fire(&reloading_time))
122            {
123                this->bReloading_ = true;
124                this->reloadingWeaponmode_ = mode;
125
126                this->reloadTimer_.setInterval(reloading_time);
127                this->reloadTimer_.startTimer();
128            }
129        }
130    }
131
132    void Weapon::reload()
133    {
134        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
135            it->second->reload();
136    }
137
138    void Weapon::reloaded()
139    {
140        this->bReloading_ = false;
141        this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
142    }
143
144    void Weapon::notifyWeaponModes()
145    {
146        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
147            it->second->setWeapon(this);
148    }
149}
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