1 ////////////////////////////////////////////////////////////////////////////////
2 //    Scorched3D (c) 2000-2011
3 //
4 //    This file is part of Scorched3D.
5 //
6 //    Scorched3D is free software; you can redistribute it and/or modify
7 //    it under the terms of the GNU General Public License as published by
8 //    the Free Software Foundation; either version 2 of the License, or
9 //    (at your option) any later version.
10 //
11 //    Scorched3D is distributed in the hope that it will be useful,
12 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //    GNU General Public License for more details.
15 //
16 //    You should have received a copy of the GNU General Public License along
17 //    with this program; if not, write to the Free Software Foundation, Inc.,
18 //    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 ////////////////////////////////////////////////////////////////////////////////
20 
21 #if !defined(AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_)
22 #define AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_
23 
24 #include <weapons/AccessoryPart.h>
25 #include <net/NetBuffer.h>
26 #include <common/FixedVector.h>
27 #include <engine/ScorchedContext.h>
28 #include <engine/ObjectGroups.h>
29 
30 class WeaponFireContextInternal
31 {
32 public:
33 	WeaponFireContextInternal(unsigned int selectPositionX, unsigned int selectPositionY,
34 		const FixedVector &velocityVectory,
35 		bool referenced, bool updateStats);
36 	virtual ~WeaponFireContextInternal();
37 
getKillCount()38 	int getKillCount() { return killCount_; }
setKillCount(int killCount)39 	void setKillCount(int killCount) { killCount_ = killCount; }
40 
getUpdateStats()41 	bool getUpdateStats() { return updateStats_; }
getReferenced()42 	bool getReferenced() { return referenced_; }
43 
getSelectPositionX()44 	unsigned int getSelectPositionX() { return selectPositionX_; }
getSelectPositionY()45 	unsigned int getSelectPositionY() { return selectPositionY_; }
getVelocityVector()46 	FixedVector &getVelocityVector() { return velocityVector_; }
47 
getLocalGroups()48 	ObjectGroups &getLocalGroups() { return localGroups_; }
49 
50 	int getIncLabelCount(unsigned int label);
51 
52 	void incrementReference();
53 	void decrementReference();
54 
55 protected:
56 	int killCount_;
57 	bool referenced_, updateStats_;
58 	unsigned int referenceCount_;
59 	ObjectGroups localGroups_;
60 	unsigned int selectPositionX_;
61 	unsigned int selectPositionY_;
62 	FixedVector velocityVector_;
63 	std::map<unsigned int, int> *labelCount_;
64 
65 private:
66 	WeaponFireContextInternal(WeaponFireContextInternal &other);
67 	WeaponFireContextInternal &operator=(WeaponFireContextInternal &other);
68 };
69 
70 class WeaponFireContext
71 {
72 public:
73 	WeaponFireContext(unsigned int playerId,
74 		unsigned int selectPositionX, unsigned int selectPositionY,
75 		const FixedVector &velocityVector,
76 		bool referenced, bool updateStats);
77 	WeaponFireContext(WeaponFireContext &other);
78 	virtual ~WeaponFireContext();
79 
getPlayerId()80 	unsigned int getPlayerId() { return playerId_; }
setPlayerId(unsigned int playerId)81 	void setPlayerId(unsigned int playerId) { playerId_ = playerId; }
82 
getInternalContext()83 	WeaponFireContextInternal &getInternalContext() { return *internalContext_; }
84 
85 protected:
86 	unsigned int playerId_;
87 	WeaponFireContextInternal *internalContext_;
88 
89 private:
90 	WeaponFireContext &operator=(WeaponFireContext &other);
91 
92 };
93 
94 class Action;
95 class Weapon : public AccessoryPart
96 {
97 public:
98 	Weapon();
99 	virtual ~Weapon();
100 
101 	virtual bool parseXML(AccessoryCreateContext &context,
102 		XMLNode *accessoryNode);
103 
104 	virtual void fire(ScorchedContext &context,
105 		WeaponFireContext &weaponContext,
106 		FixedVector &position, FixedVector &velocity);
107 
108 	int getArmsLevel();
109 
110 protected:
111 	int armsLevel_;
112 
113 	virtual void addWeaponSyncCheck(ScorchedContext &context,
114 		WeaponFireContext &weaponContext,
115 		FixedVector &position, FixedVector &velocity);
116 	virtual void fireWeapon(ScorchedContext &context,
117 		WeaponFireContext &weaponContext,
118 		FixedVector &position, FixedVector &velocity) = 0;
119 };
120 
121 #endif // !defined(AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_)
122