/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "Weapon.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "WeaponMode.h" #include "WeaponPack.h" #include "WeaponSystem.h" namespace orxonox { CreateFactory(Weapon); Weapon::Weapon(BaseObject* creator) : StaticEntity(creator) { RegisterObject(Weapon); this->weaponPack_ = 0; this->weaponSlot_ = 0; this->bReloading_ = false; this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; this->reloadTimer_.setTimer(0.0f, false, this, createExecutor(createFunctor(&Weapon::reloaded))); this->reloadTimer_.stopTimer(); } Weapon::~Weapon() { if (this->isInitialized()) { if (this->weaponPack_) this->weaponPack_->removeWeapon(this); for (std::multimap::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) delete it->second; } } void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Weapon, XMLPort, xmlelement, mode); XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode); } void Weapon::addWeaponmode(WeaponMode* weaponmode) { if (!weaponmode) return; this->weaponmodes_.insert(std::pair(weaponmode->getMode(), weaponmode)); weaponmode->setWeapon(this); } WeaponMode* Weapon::getWeaponmode(unsigned int index) const { unsigned int i = 0; for (std::multimap::const_iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) { if (i == index) return it->second; ++i; } return 0; } void Weapon::fire(unsigned int mode) { // To avoid firing with more than one mode at the same time, we lock the weapon (reloading) for // all modes except the one which is currently reloading. // // Example: // WeaponMode A -> mode 0 // WeaponMode B -> mode 0 // WeaponMode C -> mode 1 // // -> A and B can fire at the same time, but C has to wait until both (A and B) have reloaded // -> If C fires, A and B have to wait until C has reloaded // // Note: The reloading of each WeaponMode is internally handled by each A, B and C. // The reloading of the weapon is only performed to avoid firing with different modes at the same time. if (this->bReloading_ && this->reloadingWeaponmode_ != mode) return; std::multimap::iterator start = this->weaponmodes_.lower_bound(mode); std::multimap::iterator end = this->weaponmodes_.upper_bound(mode); for (std::multimap::iterator it = start; it != end; ++it) { float reloading_time = 0; if (it->second->fire(&reloading_time)) { this->bReloading_ = true; this->reloadingWeaponmode_ = mode; this->reloadTimer_.setInterval(reloading_time); this->reloadTimer_.startTimer(); } } } void Weapon::reload() { for (std::multimap::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) it->second->reload(); } void Weapon::reloaded() { this->bReloading_ = false; this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; } void Weapon::notifyWeaponModes() { for (std::multimap::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) it->second->setWeapon(this); } }