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source: code/branches/menu/src/orxonox/weaponsystem/WeaponSystem.cc @ 6214

Last change on this file since 6214 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 9.4 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 "worldentities/pawns/Pawn.h"
33
34#include "WeaponSlot.h"
35#include "WeaponPack.h"
36#include "WeaponSet.h"
37#include "Weapon.h"
38#include "Munition.h"
39
40/* WeaponSystem
41 *
42 *  www.orxonox.net/wiki/WeaponSystem
43 */
44
45namespace orxonox
46{
47    CreateFactory(WeaponSystem);
48
49    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
50    {
51        RegisterObject(WeaponSystem);
52
53        this->pawn_ = 0;
54    }
55
56    WeaponSystem::~WeaponSystem()
57    {
58        if (this->isInitialized())
59        {
60            if (this->pawn_)
61                this->pawn_->setWeaponSystem(0);
62
63            while (!this->weaponSets_.empty())
64                this->weaponSets_.begin()->second->destroy();
65
66            while (!this->weaponPacks_.empty())
67                (*this->weaponPacks_.begin())->destroy();
68
69            while (!this->weaponSlots_.empty())
70                (*this->weaponSlots_.begin())->destroy();
71
72            while (!this->munitions_.empty())
73                { this->munitions_.begin()->second->destroy(); this->munitions_.erase(this->munitions_.begin()); }
74        }
75    }
76
77    void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot)
78    {
79        if (!wSlot)
80            return;
81
82        this->weaponSlots_.push_back(wSlot);
83        wSlot->setWeaponSystem(this);
84    }
85
86    void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot)
87    {
88        if (!wSlot)
89            return;
90
91        if (wSlot->getWeapon())
92            this->removeWeaponPack(wSlot->getWeapon()->getWeaponPack());
93
94        for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
95        {
96            if ((*it) == wSlot)
97            {
98                this->weaponSlots_.erase(it);
99                break;
100            }
101        }
102    }
103
104    WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const
105    {
106        unsigned int i = 0;
107        for (std::vector<WeaponSlot*>::const_iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
108        {
109            ++i;
110            if (i > index)
111                return (*it);
112        }
113        return 0;
114    }
115
116    bool WeaponSystem::addWeaponSet(WeaponSet * wSet)
117    {
118        if (wSet)
119            return this->addWeaponSet(wSet, wSet->getDesiredFiremode());
120        else
121            return false;
122    }
123
124    bool WeaponSystem::addWeaponSet(WeaponSet * wSet, unsigned int firemode)
125    {
126        if (!wSet || firemode >= WeaponSystem::MAX_FIRE_MODES)
127            return false;
128
129        std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.find(firemode);
130        if (it == this->weaponSets_.end())
131        {
132            this->weaponSets_[firemode] = wSet;
133            wSet->setWeaponSystem(this);
134            return true;
135        }
136
137        return false;
138    }
139
140    void WeaponSystem::removeWeaponSet(WeaponSet * wSet)
141    {
142        for (std::map<unsigned int, WeaponSet*>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); )
143        {
144            if (it->second == wSet)
145                this->weaponSets_.erase(it++);
146            else
147                ++it;
148        }
149    }
150
151    WeaponSet * WeaponSystem::getWeaponSet(unsigned int index) const
152    {
153        unsigned int i = 0;
154        for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
155        {
156            ++i;
157            if (i > index)
158                return it->second;
159        }
160        return 0;
161    }
162
163    bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack)
164    {
165        if (!wPack)
166            return false;
167
168        unsigned int freeSlots = 0;
169        for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
170        {
171            if (!(*it)->isOccupied())
172                ++freeSlots;
173        }
174
175        return (freeSlots >= wPack->getNumWeapons());
176    }
177
178    bool WeaponSystem::addWeaponPack(WeaponPack * wPack)
179    {
180        if (!this->canAddWeaponPack(wPack))
181            return false;
182
183        // Attach all weapons to the first free slots (and to the Pawn)
184        unsigned int i = 0;
185        for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it)
186        {
187            if (!(*it)->isOccupied() && i < wPack->getNumWeapons())
188            {
189                Weapon* weapon = wPack->getWeapon(i);
190                (*it)->attachWeapon(weapon);
191                this->getPawn()->attach(weapon);
192                ++i;
193            }
194        }
195
196        // Assign the desired weaponmode to the firemodes
197        for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
198        {
199            unsigned int weaponmode = wPack->getDesiredWeaponmode(it->first);
200            if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED)
201                it->second->setWeaponmodeLink(wPack, weaponmode);
202        }
203
204        this->weaponPacks_.insert(wPack);
205        wPack->setWeaponSystem(this);
206
207        return true;
208    }
209
210    void WeaponSystem::removeWeaponPack(WeaponPack * wPack)
211    {
212        // Remove all weapons from their WeaponSlot
213        unsigned int i = 0;
214        Weapon* weapon = 0;
215        while ((weapon = wPack->getWeapon(i++)))
216            weapon->getWeaponSlot()->removeWeapon();
217
218        // Remove all added links from the WeaponSets
219        for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
220            it->second->removeWeaponmodeLink(wPack);
221
222        // Remove the WeaponPack from the WeaponSystem
223        this->weaponPacks_.erase(wPack);
224    }
225
226    WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const
227    {
228        unsigned int i = 0;
229        for (std::set<WeaponPack*>::const_iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it)
230        {
231            ++i;
232            if (i > index)
233                return (*it);
234        }
235        return 0;
236    }
237
238    bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2)
239    {
240        if (!wSlot1 || !wSlot2)
241            return false;
242
243        Weapon* weapon1 = wSlot1->getWeapon();
244        Weapon* weapon2 = wSlot2->getWeapon();
245
246        wSlot1->attachWeapon(weapon2);
247        wSlot2->attachWeapon(weapon1);
248
249        return true;
250        // In the future, certain weapons might not fit to some slots. Swapping would then be
251        // impossible and the returnvalue would be false.
252    }
253
254    void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode)
255    {
256        if (!wPack || !wSet)
257            return;
258
259        // Check if the WeaponPack belongs to this WeaponSystem
260        std::set<WeaponPack *>::iterator it1 = this->weaponPacks_.find(wPack);
261        if (it1 == this->weaponPacks_.end())
262            return;
263
264        // Check if the WeaponSet belongs to this WeaponSystem
265        bool foundWeaponSet = false;
266        for (std::map<unsigned int, WeaponSet *>::iterator it2 = this->weaponSets_.begin(); it2 != this->weaponSets_.end(); ++it2)
267        {
268            if (it2->second == wSet)
269            {
270                foundWeaponSet = true;
271                break;
272            }
273        }
274        if (!foundWeaponSet)
275            return;
276
277        // Finally set the link between firemode and weaponmode
278        wSet->setWeaponmodeLink(wPack, weaponmode);
279    }
280
281    void WeaponSystem::fire(unsigned int firemode)
282    {
283        std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode);
284        if (it != this->weaponSets_.end() && it->second)
285            it->second->fire();
286    }
287
288    void WeaponSystem::reload()
289    {
290        for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it)
291            it->second->reload();
292    }
293
294    Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier)
295    {
296        if (!identifier || !identifier->getIdentifier())
297            return 0;
298
299        std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier());
300        if (it != this->munitions_.end())
301        {
302            return it->second;
303        }
304        else if (identifier->getIdentifier()->isA(Class(Munition)))
305        {
306            Munition* munition = identifier->fabricate(this);
307            this->munitions_[identifier->getIdentifier()] = munition;
308            return munition;
309        }
310        else
311        {
312            return 0;
313        }
314    }
315}
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