| [2049] | 1 | /* | 
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 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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 | 3 |  *                    > www.orxonox.net < | 
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 | 4 |  * | 
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 | 5 |  * | 
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 | 6 |  *   License notice: | 
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 | 7 |  * | 
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 | 8 |  *   This program is free software; you can redistribute it and/or | 
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 | 9 |  *   modify it under the terms of the GNU General Public License | 
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 | 10 |  *   as published by the Free Software Foundation; either version 2 | 
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 | 11 |  *   of the License, or (at your option) any later version. | 
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 | 12 |  * | 
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 | 13 |  *   This program is distributed in the hope that it will be useful, | 
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 | 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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 | 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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 | 16 |  *   GNU General Public License for more details. | 
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 | 17 |  * | 
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 | 18 |  *   You should have received a copy of the GNU General Public License | 
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 | 19 |  *   along with this program; if not, write to the Free Software | 
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 | 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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 | 21 |  * | 
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 | 22 |  *   Author: | 
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 | 23 |  *      Martin Polak | 
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| [2918] | 24 |  *      Fabian 'x3n' Landau | 
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| [2049] | 25 |  *   Co-authors: | 
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 | 26 |  *      ... | 
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 | 27 |  * | 
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 | 28 |  */ | 
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 | 29 |  | 
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| [2912] | 30 | #include "Weapon.h" | 
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| [2049] | 31 |  | 
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 | 32 | #include "core/CoreIncludes.h" | 
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 | 33 | #include "core/XMLPort.h" | 
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 | 34 |  | 
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| [2918] | 35 | #include "WeaponMode.h" | 
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| [2915] | 36 | #include "WeaponPack.h" | 
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| [2912] | 37 | #include "WeaponSystem.h" | 
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| [2096] | 38 |  | 
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| [2049] | 39 | namespace orxonox | 
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 | 40 | { | 
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| [2662] | 41 |     CreateFactory(Weapon); | 
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 | 42 |  | 
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 | 43 |     Weapon::Weapon(BaseObject* creator) : StaticEntity(creator) | 
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| [2049] | 44 |     { | 
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 | 45 |         RegisterObject(Weapon); | 
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| [2893] | 46 |  | 
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| [2914] | 47 |         this->weaponPack_ = 0; | 
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 | 48 |         this->weaponSlot_ = 0; | 
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| [2662] | 49 |         this->bReloading_ = false; | 
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| [2918] | 50 |         this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| [2912] | 51 |  | 
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| [2918] | 52 |         this->reloadTimer_.setTimer(0.0f, false, this, createExecutor(createFunctor(&Weapon::reloaded))); | 
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 | 53 |         this->reloadTimer_.stopTimer(); | 
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| [2049] | 54 |     } | 
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 | 55 |  | 
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 | 56 |     Weapon::~Weapon() | 
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 | 57 |     { | 
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| [2918] | 58 |         if (this->isInitialized()) | 
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 | 59 |         { | 
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 | 60 |             if (this->weaponPack_) | 
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 | 61 |                 this->weaponPack_->removeWeapon(this); | 
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 | 62 |  | 
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 | 63 |             for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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 | 64 |                 delete it->second; | 
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 | 65 |         } | 
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| [2049] | 66 |     } | 
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| [2096] | 67 |  | 
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| [2662] | 68 |     void Weapon::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| [2096] | 69 |     { | 
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| [2662] | 70 |         SUPER(Weapon, XMLPort, xmlelement, mode); | 
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| [2915] | 71 |  | 
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| [2918] | 72 |         XMLPortObject(Weapon, WeaponMode, "", addWeaponmode, getWeaponmode, xmlelement, mode); | 
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| [2662] | 73 |     } | 
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| [2096] | 74 |  | 
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| [2918] | 75 |     void Weapon::addWeaponmode(WeaponMode* weaponmode) | 
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| [2662] | 76 |     { | 
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| [2918] | 77 |         if (!weaponmode) | 
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 | 78 |             return; | 
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 | 79 |  | 
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 | 80 |         this->weaponmodes_.insert(std::pair<unsigned int, WeaponMode*>(weaponmode->getMode(), weaponmode)); | 
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 | 81 |         weaponmode->setWeapon(this); | 
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| [2049] | 82 |     } | 
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| [2096] | 83 |  | 
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| [2918] | 84 |     WeaponMode* Weapon::getWeaponmode(unsigned int index) const | 
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| [2893] | 85 |     { | 
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| [2918] | 86 |         unsigned int i = 0; | 
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 | 87 |         for (std::multimap<unsigned int, WeaponMode*>::const_iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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 | 88 |         { | 
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 | 89 |             if (i == index) | 
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 | 90 |                 return it->second; | 
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 | 91 |  | 
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 | 92 |             ++i; | 
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 | 93 |         } | 
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 | 94 |         return 0; | 
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| [2893] | 95 |     } | 
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| [2662] | 96 |  | 
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| [2918] | 97 |     void Weapon::fire(unsigned int mode) | 
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| [2096] | 98 |     { | 
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| [2918] | 99 |         // To avoid firing with more than one mode at the same time, we lock the weapon (reloading) for | 
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 | 100 |         // all modes except the one which is currently reloading. | 
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 | 101 |         // | 
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 | 102 |         // Example: | 
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 | 103 |         // WeaponMode A -> mode 0 | 
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 | 104 |         // WeaponMode B -> mode 0 | 
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 | 105 |         // WeaponMode C -> mode 1 | 
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 | 106 |         // | 
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 | 107 |         // -> A and B can fire at the same time, but C has to wait until both (A and B) have reloaded | 
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 | 108 |         // -> If C fires, A and B have to wait until C has reloaded | 
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 | 109 |         // | 
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 | 110 |         // Note: The reloading of each WeaponMode is internally handled by each A, B and C. | 
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 | 111 |         //       The reloading of the weapon is only performed to avoid firing with different modes at the same time. | 
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 | 112 |         if (this->bReloading_ && this->reloadingWeaponmode_ != mode) | 
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 | 113 |             return; | 
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 | 114 |  | 
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 | 115 |         std::multimap<unsigned int, WeaponMode*>::iterator start = this->weaponmodes_.lower_bound(mode); | 
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 | 116 |         std::multimap<unsigned int, WeaponMode*>::iterator end   = this->weaponmodes_.upper_bound(mode); | 
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 | 117 |  | 
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 | 118 |         for (std::multimap<unsigned int, WeaponMode*>::iterator it = start; it != end; ++it) | 
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| [2662] | 119 |         { | 
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| [2918] | 120 |             float reloading_time = 0; | 
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 | 121 |             if (it->second->fire(&reloading_time)) | 
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| [2662] | 122 |             { | 
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| [2918] | 123 |                 this->bReloading_ = true; | 
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 | 124 |                 this->reloadingWeaponmode_ = mode; | 
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 | 125 |  | 
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 | 126 |                 this->reloadTimer_.setInterval(reloading_time); | 
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 | 127 |                 this->reloadTimer_.startTimer(); | 
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| [2662] | 128 |             } | 
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 | 129 |         } | 
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| [2096] | 130 |     } | 
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| [2097] | 131 |  | 
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| [2918] | 132 |     void Weapon::reload() | 
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| [2097] | 133 |     { | 
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| [2918] | 134 |         for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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 | 135 |             it->second->reload(); | 
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| [2662] | 136 |     } | 
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| [2097] | 137 |  | 
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| [2918] | 138 |     void Weapon::reloaded() | 
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| [2662] | 139 |     { | 
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 | 140 |         this->bReloading_ = false; | 
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| [2918] | 141 |         this->reloadingWeaponmode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| [2097] | 142 |     } | 
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| [2662] | 143 |  | 
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| [2918] | 144 |     void Weapon::notifyWeaponModes() | 
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| [2662] | 145 |     { | 
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| [2918] | 146 |         for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it) | 
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 | 147 |             it->second->setWeapon(this); | 
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| [2662] | 148 |     } | 
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| [2096] | 149 | } | 
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