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source: code/branches/cpp11_v2/src/orxonox/weaponsystem/WeaponSystem.cc @ 10920

Last change on this file since 10920 was 10917, checked in by landauf, 9 years ago

made mapEntry const& wherever possible

  • Property svn:eol-style set to native
File size: 9.3 KB
RevLine 
[2106]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 *   Co-authors:
25 *      ...
26 *
27 */
28
[2912]29#include "WeaponSystem.h"
[2106]30
31#include "core/CoreIncludes.h"
[9667]32#include "core/class/SubclassIdentifier.h"
[5735]33#include "worldentities/pawns/Pawn.h"
[2106]34
[2912]35#include "WeaponSlot.h"
36#include "WeaponPack.h"
37#include "WeaponSet.h"
[2914]38#include "Weapon.h"
[2918]39#include "Munition.h"
[2106]40
[2893]41/* WeaponSystem
[2106]42 *
[2893]43 *  www.orxonox.net/wiki/WeaponSystem
[2106]44 */
45
46namespace orxonox
47{
[9667]48    RegisterClass(WeaponSystem);
[2662]49
[9667]50    WeaponSystem::WeaponSystem(Context* context) : BaseObject(context)
[2106]51    {
52        RegisterObject(WeaponSystem);
53
[10768]54        this->pawn_ = nullptr;
[2106]55    }
56
57    WeaponSystem::~WeaponSystem()
58    {
[2912]59        if (this->isInitialized())
60        {
61            if (this->pawn_)
[10768]62                this->pawn_->setWeaponSystem(nullptr);
[2914]63
[2915]64            while (!this->weaponSets_.empty())
[5929]65                this->weaponSets_.begin()->second->destroy();
[2914]66
[2915]67            while (!this->weaponPacks_.empty())
[5929]68                (*this->weaponPacks_.begin())->destroy();
[2914]69
[2915]70            while (!this->weaponSlots_.empty())
[5929]71                (*this->weaponSlots_.begin())->destroy();
[2918]72
73            while (!this->munitions_.empty())
[5929]74                { this->munitions_.begin()->second->destroy(); this->munitions_.erase(this->munitions_.begin()); }
[2912]75        }
[2106]76    }
77
[2914]78    void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot)
[2662]79    {
[2914]80        if (!wSlot)
[2912]81            return;
82
[2915]83        this->weaponSlots_.push_back(wSlot);
[2914]84        wSlot->setWeaponSystem(this);
[2662]85    }
86
[2914]87    void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot)
[2912]88    {
[2914]89        if (!wSlot)
90            return;
91
92        if (wSlot->getWeapon())
93            this->removeWeaponPack(wSlot->getWeapon()->getWeaponPack());
94
[2915]95        for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
96        {
97            if ((*it) == wSlot)
98            {
99                this->weaponSlots_.erase(it);
100                break;
101            }
102        }
[2914]103    }
104
105    WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const
106    {
[2912]107        unsigned int i = 0;
[10916]108        for (WeaponSlot* weaponSlot : this->weaponSlots_)
[2912]109        {
110            ++i;
111            if (i > index)
[10916]112                return weaponSlot;
[2912]113        }
[10768]114        return nullptr;
[2912]115    }
116
[2914]117    bool WeaponSystem::addWeaponSet(WeaponSet * wSet)
[2662]118    {
[2914]119        if (wSet)
120            return this->addWeaponSet(wSet, wSet->getDesiredFiremode());
121        else
122            return false;
123    }
[2912]124
[2914]125    bool WeaponSystem::addWeaponSet(WeaponSet * wSet, unsigned int firemode)
126    {
127        if (!wSet || firemode >= WeaponSystem::MAX_FIRE_MODES)
128            return false;
129
130        std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.find(firemode);
131        if (it == this->weaponSets_.end())
132        {
133            this->weaponSets_[firemode] = wSet;
134            wSet->setWeaponSystem(this);
135            return true;
136        }
137
138        return false;
[2662]139    }
140
[2914]141    void WeaponSystem::removeWeaponSet(WeaponSet * wSet)
[2106]142    {
[2914]143        for (std::map<unsigned int, WeaponSet*>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); )
144        {
145            if (it->second == wSet)
146                this->weaponSets_.erase(it++);
147            else
148                ++it;
149        }
150    }
151
152    WeaponSet * WeaponSystem::getWeaponSet(unsigned int index) const
153    {
[2912]154        unsigned int i = 0;
[10916]155        for (const auto& mapEntry : this->weaponSets_)
[2912]156        {
157            ++i;
158            if (i > index)
[10916]159                return mapEntry.second;
[2912]160        }
[10768]161        return nullptr;
[2106]162    }
163
[2914]164    bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack)
[2662]165    {
[2912]166        if (!wPack)
[2914]167            return false;
[2912]168
[2914]169        unsigned int freeSlots = 0;
[10916]170        for (WeaponSlot* weaponSlot : this->weaponSlots_)
[2914]171        {
[10916]172            if (!weaponSlot->isOccupied())
[2914]173                ++freeSlots;
174        }
[2912]175
[2914]176        return (freeSlots >= wPack->getNumWeapons());
177    }
178
179    bool WeaponSystem::addWeaponPack(WeaponPack * wPack)
180    {
181        if (!this->canAddWeaponPack(wPack))
182            return false;
183
184        // Attach all weapons to the first free slots (and to the Pawn)
185        unsigned int i = 0;
[10916]186        for (WeaponSlot* weaponSlot : this->weaponSlots_)
[2914]187        {
[10916]188            if (!weaponSlot->isOccupied() && i < wPack->getNumWeapons())
[2914]189            {
190                Weapon* weapon = wPack->getWeapon(i);
[10916]191                weaponSlot->attachWeapon(weapon);
[2914]192                this->getPawn()->attach(weapon);
193                ++i;
194            }
195        }
196
197        // Assign the desired weaponmode to the firemodes
[10917]198        for (const auto& mapEntry : this->weaponSets_)
[2914]199        {
[10916]200            unsigned int weaponmode = wPack->getDesiredWeaponmode(mapEntry.first);
[2914]201            if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED)
[10916]202                mapEntry.second->setWeaponmodeLink(wPack, weaponmode);
[2914]203        }
204
[6417]205        this->weaponPacks_.push_back(wPack);
[2912]206        wPack->setWeaponSystem(this);
[2914]207
208        return true;
[2912]209    }
210
[2914]211    void WeaponSystem::removeWeaponPack(WeaponPack * wPack)
212    {
213        // Remove all weapons from their WeaponSlot
214        unsigned int i = 0;
[10768]215        Weapon* weapon = nullptr;
[3074]216        while ((weapon = wPack->getWeapon(i++)))
[7163]217            if (weapon->getWeaponSlot())
218                weapon->getWeaponSlot()->removeWeapon();
[2914]219
220        // Remove all added links from the WeaponSets
[10917]221        for (const auto& mapEntry : this->weaponSets_)
[10916]222            mapEntry.second->removeWeaponmodeLink(wPack);
[2914]223
224        // Remove the WeaponPack from the WeaponSystem
[7183]225        std::vector<WeaponPack*>::iterator it2 = std::find(this->weaponPacks_.begin(),this->weaponPacks_.end(), wPack);
226        assert(it2 !=this->weaponPacks_.end());
227        this->weaponPacks_.erase(it2);
[2914]228    }
229
[2912]230    WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const
231    {
232        unsigned int i = 0;
[10916]233        for (WeaponPack* weaponPack : this->weaponPacks_)
[2912]234        {
235            ++i;
236            if (i > index)
[10916]237                return weaponPack;
[2912]238        }
[10768]239        return nullptr;
[2914]240    }
[2912]241
[2914]242    bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2)
243    {
[2915]244        if (!wSlot1 || !wSlot2)
245            return false;
246
247        Weapon* weapon1 = wSlot1->getWeapon();
248        Weapon* weapon2 = wSlot2->getWeapon();
249
250        wSlot1->attachWeapon(weapon2);
251        wSlot2->attachWeapon(weapon1);
252
253        return true;
254        // In the future, certain weapons might not fit to some slots. Swapping would then be
255        // impossible and the returnvalue would be false.
[2914]256    }
257
258    void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode)
259    {
260        if (!wPack || !wSet)
261            return;
262
263        // Check if the WeaponPack belongs to this WeaponSystem
[6417]264        std::vector<WeaponPack *>::iterator it1 = std::find( this->weaponPacks_.begin(), this->weaponPacks_.end(), wPack );
[2914]265        if (it1 == this->weaponPacks_.end())
266            return;
267
268        // Check if the WeaponSet belongs to this WeaponSystem
269        bool foundWeaponSet = false;
[10917]270        for (const auto& mapEntry : this->weaponSets_)
[2914]271        {
[10916]272            if (mapEntry.second == wSet)
[2914]273            {
274                foundWeaponSet = true;
275                break;
276            }
277        }
278        if (!foundWeaponSet)
279            return;
280
281        // Finally set the link between firemode and weaponmode
282        wSet->setWeaponmodeLink(wPack, weaponmode);
283    }
284
[10650]285    /**
286    @brief
287        Fires the @ref Orxonox::WeaponSet with the specified firemode.
288    */
[2918]289    void WeaponSystem::fire(unsigned int firemode)
[2912]290    {
[2918]291        std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode);
292        if (it != this->weaponSets_.end() && it->second)
293            it->second->fire();
[2662]294    }
295
[2918]296    void WeaponSystem::reload()
297    {
[10917]298        for (const auto& mapEntry : this->weaponSets_)
[10916]299            mapEntry.second->reload();
[2918]300    }
[2893]301
[2918]302    Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier)
[2662]303    {
[2918]304        if (!identifier || !identifier->getIdentifier())
[10768]305            return nullptr;
[2918]306
307        std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier());
308        if (it != this->munitions_.end())
309        {
[2662]310            return it->second;
[2918]311        }
312        else if (identifier->getIdentifier()->isA(Class(Munition)))
313        {
[9667]314            Munition* munition = identifier->fabricate(this->getContext());
[2918]315            this->munitions_[identifier->getIdentifier()] = munition;
316            return munition;
317        }
[2662]318        else
[2918]319        {
[10768]320            return nullptr;
[2918]321        }
[2662]322    }
[2106]323}
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