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source: code/branches/fabienHS15/src/orxonox/weaponsystem/WeaponSystem.cc @ 10846

Last change on this file since 10846 was 10791, checked in by fvultier, 9 years ago

Munition may and must now be defined for each pawn separately. This way a heavy cruiser may carry more munition than a drone.

  • Property svn:eol-style set to native
File size: 10.3 KB
Line 
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
29#include "WeaponSystem.h"
30
31#include "core/CoreIncludes.h"
32#include "core/class/SubclassIdentifier.h"
33#include "worldentities/pawns/Pawn.h"
34
35#include "WeaponSlot.h"
36#include "WeaponPack.h"
37#include "WeaponSet.h"
38#include "Weapon.h"
39#include "Munition.h"
40
41/* WeaponSystem
42 *
43 *  www.orxonox.net/wiki/WeaponSystem
44 */
45
46namespace orxonox
47{
48    RegisterClass(WeaponSystem);
49
50    WeaponSystem::WeaponSystem(Context* context) : BaseObject(context)
51    {
52        RegisterObject(WeaponSystem);
53
54        this->pawn_ = 0;
55    }
56
57    WeaponSystem::~WeaponSystem()
58    {
59        if (this->isInitialized())
60        {
61            if (this->pawn_)
62                this->pawn_->setWeaponSystem(0);
63
64            while (!this->weaponSets_.empty())
65                this->weaponSets_.begin()->second->destroy();
66
67            while (!this->weaponPacks_.empty())
68                (*this->weaponPacks_.begin())->destroy();
69
70            while (!this->weaponSlots_.empty())
71                (*this->weaponSlots_.begin())->destroy();
72
73            while (!this->munitions_.empty())
74                { this->munitions_.begin()->second->destroy(); this->munitions_.erase(this->munitions_.begin()); }
75        }
76    }
77
78    void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot)
79    {
80        if (!wSlot)
81            return;
82
83        this->weaponSlots_.push_back(wSlot);
84        wSlot->setWeaponSystem(this);
85    }
86
87    void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot)
88    {
89        if (!wSlot)
90            return;
91
92        if (wSlot->getWeapon())
93            this->removeWeaponPack(wSlot->getWeapon()->getWeaponPack());
94
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        }
103    }
104
105    WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const
106    {
107        unsigned int i = 0;
108        for (std::vector<WeaponSlot*>::const_iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
109        {
110            ++i;
111            if (i > index)
112                return (*it);
113        }
114        return 0;
115    }
116
117    bool WeaponSystem::addWeaponSet(WeaponSet * wSet)
118    {
119        if (wSet)
120            return this->addWeaponSet(wSet, wSet->getDesiredFiremode());
121        else
122            return false;
123    }
124
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;
139    }
140
141    void WeaponSystem::removeWeaponSet(WeaponSet * wSet)
142    {
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    {
154        unsigned int i = 0;
155        for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
156        {
157            ++i;
158            if (i > index)
159                return it->second;
160        }
161        return 0;
162    }
163
164    bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack)
165    {
166        if (!wPack)
167            return false;
168
169        unsigned int freeSlots = 0;
170        for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
171        {
172            if (!(*it)->isOccupied())
173                ++freeSlots;
174        }
175
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;
186        for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
187        {
188            if (!(*it)->isOccupied() && i < wPack->getNumWeapons())
189            {
190                Weapon* weapon = wPack->getWeapon(i);
191                (*it)->attachWeapon(weapon);
192                this->getPawn()->attach(weapon);
193                ++i;
194            }
195        }
196
197        // Assign the desired weaponmode to the firemodes
198        for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
199        {
200            unsigned int weaponmode = wPack->getDesiredWeaponmode(it->first);
201            if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED)
202                it->second->setWeaponmodeLink(wPack, weaponmode);
203        }
204
205        this->weaponPacks_.push_back(wPack);
206        wPack->setWeaponSystem(this);
207
208        return true;
209    }
210
211    void WeaponSystem::removeWeaponPack(WeaponPack * wPack)
212    {
213        // Remove all weapons from their WeaponSlot
214        unsigned int i = 0;
215        Weapon* weapon = 0;
216        while ((weapon = wPack->getWeapon(i++)))
217            if (weapon->getWeaponSlot())
218                weapon->getWeaponSlot()->removeWeapon();
219
220        // Remove all added links from the WeaponSets
221        for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
222            it->second->removeWeaponmodeLink(wPack);
223
224        // Remove the WeaponPack from the WeaponSystem
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);
228    }
229
230    WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const
231    {
232        unsigned int i = 0;
233        for (std::vector<WeaponPack*>::const_iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it)
234        {
235            ++i;
236            if (i > index)
237                return (*it);
238        }
239        return 0;
240    }
241
242    std::vector<WeaponPack *> * WeaponSystem::getAllWeaponPacks()
243    {
244        return &weaponPacks_;
245    }   
246
247    bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2)
248    {
249        if (!wSlot1 || !wSlot2)
250            return false;
251
252        Weapon* weapon1 = wSlot1->getWeapon();
253        Weapon* weapon2 = wSlot2->getWeapon();
254
255        wSlot1->attachWeapon(weapon2);
256        wSlot2->attachWeapon(weapon1);
257
258        return true;
259        // In the future, certain weapons might not fit to some slots. Swapping would then be
260        // impossible and the returnvalue would be false.
261    }
262
263    void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode)
264    {
265        if (!wPack || !wSet)
266            return;
267
268        // Check if the WeaponPack belongs to this WeaponSystem
269        std::vector<WeaponPack *>::iterator it1 = std::find( this->weaponPacks_.begin(), this->weaponPacks_.end(), wPack );
270        if (it1 == this->weaponPacks_.end())
271            return;
272
273        // Check if the WeaponSet belongs to this WeaponSystem
274        bool foundWeaponSet = false;
275        for (std::map<unsigned int, WeaponSet *>::iterator it2 = this->weaponSets_.begin(); it2 != this->weaponSets_.end(); ++it2)
276        {
277            if (it2->second == wSet)
278            {
279                foundWeaponSet = true;
280                break;
281            }
282        }
283        if (!foundWeaponSet)
284            return;
285
286        // Finally set the link between firemode and weaponmode
287        wSet->setWeaponmodeLink(wPack, weaponmode);
288    }
289
290    /**
291    @brief
292        Fires the @ref Orxonox::WeaponSet with the specified firemode.
293    */
294    void WeaponSystem::fire(unsigned int firemode)
295    {
296        std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode);
297        if (it != this->weaponSets_.end() && it->second)
298            it->second->fire();
299    }
300
301    void WeaponSystem::reload()
302    {
303        for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
304            it->second->reload();
305    }
306
307    Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier)
308    {
309        if (!identifier || !identifier->getIdentifier())
310            return 0;
311
312        std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier());
313        if (it != this->munitions_.end())
314        {
315            return it->second;
316        }
317        else
318        {
319            return NULL;
320        }
321    }
322
323    void WeaponSystem::addMunition(Munition* munition)
324    {
325        if (munition == NULL)
326        {
327            return;
328        }
329
330        SubclassIdentifier<Munition> identifier = munition->getIdentifier();
331
332        if (identifier)
333        {
334            this->munitions_[identifier] = munition;
335            updateMunition();
336        }
337        else
338        {
339            orxout(internal_warning) << "Adding munition failed. identifier == NULL " << endl;
340        }
341    }
342
343    void WeaponSystem::updateMunition()
344    {
345        for (std::vector<WeaponPack*>::iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it)
346        {
347            (*it)->updateMunition();
348        }
349    }
350}
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