| 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 |  | 
|---|
| 39 | namespace 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 | } | 
|---|