yvt 7c3a39e639
Modernize
- 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.
2019-07-17 00:31:00 +09:00

100 lines
2.4 KiB
C++

/*
Copyright (c) 2013 yvt
based on code of pysnip (c) Mathias Kaerlev 2011-2012.
This file is part of OpenSpades.
OpenSpades 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 3 of the License, or
(at your option) any later version.
OpenSpades 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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "PhysicsConstants.h"
#include "Player.h"
namespace spades {
namespace client {
class World;
class Player;
struct GameProperties;
class Weapon {
World &world;
Player &owner;
float time;
bool shooting;
bool shootingPreviously;
bool reloading;
float nextShotTime;
float reloadStartTime;
float reloadEndTime;
int slowReloadLeftCount;
bool lastDryFire;
int ammo;
int stock;
public:
Weapon(World &, Player &);
virtual ~Weapon();
virtual std::string GetName() = 0;
virtual float GetDelay() = 0;
virtual int GetClipSize() = 0;
virtual int GetMaxStock() = 0;
virtual float GetReloadTime() = 0;
virtual bool IsReloadSlow() = 0;
virtual int GetDamage(HitType, float distance) = 0;
virtual WeaponType GetWeaponType() = 0;
virtual Vector3 GetRecoil() = 0;
virtual float GetSpread() = 0;
virtual int GetPelletSize() = 0;
static Weapon *CreateWeapon(WeaponType index, Player &owner, const GameProperties &);
void Restock();
void Reset();
void SetShooting(bool);
/** @return true when fired. */
bool FrameNext(float);
/**
* @param initial `true` if the reload was initiated by the user.
*/
void Reload(bool initial = true);
void AbortReload();
bool IsShooting() const { return shooting; }
bool IsReloading() const { return reloading; }
int GetAmmo() { return ammo; }
int GetStock() { return stock; }
// for local player
void ReloadDone(int ammo, int stock);
void ForceReloadDone();
float GetReloadProgress();
float TimeToNextFire();
bool IsReadyToShoot();
};
} // namespace client
} // namespace spades