7c3a39e639
- Replaced raw pointers with references or smart pointers. Nullable references are represented by `stmp::optional<const T&>`. (There are many raw pointers still remaining. They should be replaced at some point.) - Added class template specializations `stmp::optional<T &>` and `stmp::optional<const T&>`. - Fixed `stmp::optional`'s various behaviors - `World::{players, playerPersistents}` are now `std::array`. - More uses of `stmp::optional` to clarify the semantics - Renamed `PlayerThrownGrenade` to `PlayerThrewGrenade` - Replaced old-style `for` loops with range based ones - Deleted `Player`'s default constructors and `operator =` - Deleted `TCGameMode`'s default constructor and `operator =` - Deleted `CTFGameMode`'s default constructor and `operator =` - Replaced `static_cast` with `dynamic_cast` for down-casting - `RefCountedObject::operator*()` no longer requires non-constness to return `T &`. - Replaced the uses of `std::vector::operator[]` with `std::vector::at` for bounds checking. - Made some methods of `GameMap` `const`. - Added some null checks.
100 lines
2.4 KiB
C++
100 lines
2.4 KiB
C++
/*
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Copyright (c) 2013 yvt
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based on code of pysnip (c) Mathias Kaerlev 2011-2012.
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "PhysicsConstants.h"
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#include "Player.h"
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namespace spades {
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namespace client {
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class World;
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class Player;
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struct GameProperties;
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class Weapon {
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World &world;
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Player &owner;
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float time;
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bool shooting;
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bool shootingPreviously;
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bool reloading;
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float nextShotTime;
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float reloadStartTime;
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float reloadEndTime;
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int slowReloadLeftCount;
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bool lastDryFire;
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int ammo;
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int stock;
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public:
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Weapon(World &, Player &);
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virtual ~Weapon();
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virtual std::string GetName() = 0;
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virtual float GetDelay() = 0;
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virtual int GetClipSize() = 0;
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virtual int GetMaxStock() = 0;
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virtual float GetReloadTime() = 0;
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virtual bool IsReloadSlow() = 0;
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virtual int GetDamage(HitType, float distance) = 0;
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virtual WeaponType GetWeaponType() = 0;
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virtual Vector3 GetRecoil() = 0;
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virtual float GetSpread() = 0;
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virtual int GetPelletSize() = 0;
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static Weapon *CreateWeapon(WeaponType index, Player &owner, const GameProperties &);
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void Restock();
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void Reset();
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void SetShooting(bool);
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/** @return true when fired. */
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bool FrameNext(float);
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/**
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* @param initial `true` if the reload was initiated by the user.
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*/
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void Reload(bool initial = true);
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void AbortReload();
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bool IsShooting() const { return shooting; }
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bool IsReloading() const { return reloading; }
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int GetAmmo() { return ammo; }
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int GetStock() { return stock; }
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// for local player
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void ReloadDone(int ammo, int stock);
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void ForceReloadDone();
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float GetReloadProgress();
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float TimeToNextFire();
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bool IsReadyToShoot();
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};
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} // namespace client
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} // namespace spades
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