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source: code/branches/sagerjFS16/src/orxonox/weaponsystem/WeaponSystem.cc @ 11878

Last change on this file since 11878 was 11174, checked in by sagerj, 9 years ago

everything beneath weaponmode changed to push/release - wm modified only need to implement timer/ticker

  • Property svn:eol-style set to native
File size: 9.9 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_ = nullptr;
55    }
56
57    WeaponSystem::~WeaponSystem()
58    {
59        if (this->isInitialized())
60        {
61            if (this->pawn_)
62                this->pawn_->setWeaponSystem(nullptr);
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 (WeaponSlot* weaponSlot : this->weaponSlots_)
109        {
110            ++i;
111            if (i > index)
112                return weaponSlot;
113        }
114        return nullptr;
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 (const auto& mapEntry : this->weaponSets_)
156        {
157            ++i;
158            if (i > index)
159                return mapEntry.second;
160        }
161        return nullptr;
162    }
163
164    bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack)
165    {
166        if (!wPack)
167            return false;
168
169        unsigned int freeSlots = 0;
170        for (WeaponSlot* weaponSlot : this->weaponSlots_)
171        {
172            if (!weaponSlot->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 (WeaponSlot* weaponSlot : this->weaponSlots_)
187        {
188            if (!weaponSlot->isOccupied() && i < wPack->getNumWeapons())
189            {
190                Weapon* weapon = wPack->getWeapon(i);
191                weaponSlot->attachWeapon(weapon);
192                this->getPawn()->attach(weapon);
193                ++i;
194            }
195        }
196
197        // Assign the desired weaponmode to the firemodes
198        for (const auto& mapEntry : this->weaponSets_)
199        {
200            unsigned int weaponmode = wPack->getDesiredWeaponmode(mapEntry.first);
201            if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED)
202                mapEntry.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 = nullptr;
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 (const auto& mapEntry : this->weaponSets_)
222            mapEntry.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 (WeaponPack* weaponPack : this->weaponPacks_)
234        {
235            ++i;
236            if (i > index)
237                return weaponPack;
238        }
239        return nullptr;
240    }
241
242    bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2)
243    {
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.
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
264        std::vector<WeaponPack *>::iterator it1 = std::find( this->weaponPacks_.begin(), this->weaponPacks_.end(), wPack );
265        if (it1 == this->weaponPacks_.end())
266            return;
267
268        // Check if the WeaponSet belongs to this WeaponSystem
269        bool foundWeaponSet = false;
270        for (const auto& mapEntry : this->weaponSets_)
271        {
272            if (mapEntry.second == wSet)
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
285    /**
286    @brief
287        Fires the @ref orxonox::WeaponSet with the specified firemode.
288    */
289    void WeaponSystem::push(unsigned int firemode)
290    {
291        std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode);
292        if (it != this->weaponSets_.end() && it->second)
293            it->second->push();
294    }
295
296    void WeaponSystem::release(unsigned int firemode)
297    {
298        std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode);
299        if (it != this->weaponSets_.end() && it->second)
300            it->second->release();
301    }
302
303    void WeaponSystem::reload()
304    {
305        for (const auto& mapEntry : this->weaponSets_)
306            mapEntry.second->reload();
307    }
308
309    Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier)
310    {
311        if (!identifier || !identifier->getIdentifier())
312            return nullptr;
313
314        std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier());
315        if (it != this->munitions_.end())
316        {
317            return it->second;
318        }
319        else
320        {
321            return nullptr;
322        }
323    }
324
325    void WeaponSystem::addMunition(Munition* munition)
326    {
327        if (munition == nullptr)
328        {
329            return;
330        }
331
332        SubclassIdentifier<Munition> identifier = munition->getIdentifier();
333
334        if (identifier)
335        {
336            this->munitions_[identifier] = munition;
337            updateMunition();
338        }
339        else
340        {
341            orxout(internal_warning) << "Adding munition failed. identifier == nullptr " << endl;
342        }
343    }
344
345    void WeaponSystem::updateMunition()
346    {
347        for (WeaponPack* weaponPack : this->weaponPacks_)
348        {
349            weaponPack->updateMunition();
350        }
351    }
352}
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