[2106] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Martin Polak |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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[2912] | 30 | #include "WeaponSystem.h" |
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[2106] | 31 | |
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| 32 | #include "core/CoreIncludes.h" |
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[2912] | 33 | #include "objects/worldentities/pawns/Pawn.h" |
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[2106] | 34 | |
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[2912] | 35 | #include "WeaponSlot.h" |
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| 36 | #include "WeaponPack.h" |
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| 37 | #include "WeaponSet.h" |
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[2914] | 38 | #include "Weapon.h" |
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[2918] | 39 | #include "Munition.h" |
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[2106] | 40 | |
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[2893] | 41 | /* WeaponSystem |
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[2106] | 42 | * |
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[2893] | 43 | * www.orxonox.net/wiki/WeaponSystem |
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[2106] | 44 | */ |
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| 45 | |
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| 46 | namespace orxonox |
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| 47 | { |
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[2662] | 48 | CreateFactory(WeaponSystem); |
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| 49 | |
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[2106] | 50 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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| 51 | { |
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| 52 | RegisterObject(WeaponSystem); |
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| 53 | |
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[2912] | 54 | this->pawn_ = 0; |
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[2106] | 55 | } |
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| 56 | |
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| 57 | WeaponSystem::~WeaponSystem() |
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| 58 | { |
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[2912] | 59 | if (this->isInitialized()) |
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| 60 | { |
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| 61 | if (this->pawn_) |
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| 62 | this->pawn_->setWeaponSystem(0); |
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[2914] | 63 | |
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[2915] | 64 | while (!this->weaponSets_.empty()) |
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| 65 | delete (this->weaponSets_.begin()->second); |
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[2914] | 66 | |
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[2915] | 67 | while (!this->weaponPacks_.empty()) |
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| 68 | delete (*this->weaponPacks_.begin()); |
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[2914] | 69 | |
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[2915] | 70 | while (!this->weaponSlots_.empty()) |
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| 71 | delete (*this->weaponSlots_.begin()); |
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[2918] | 72 | |
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| 73 | while (!this->munitions_.empty()) |
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| 74 | { delete (this->munitions_.begin()->second); this->munitions_.erase(this->munitions_.begin()); } |
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[2912] | 75 | } |
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[2106] | 76 | } |
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| 77 | |
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[2914] | 78 | void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot) |
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[2662] | 79 | { |
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[2914] | 80 | if (!wSlot) |
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[2912] | 81 | return; |
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| 82 | |
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[2915] | 83 | this->weaponSlots_.push_back(wSlot); |
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[2914] | 84 | wSlot->setWeaponSystem(this); |
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[2662] | 85 | } |
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| 86 | |
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[2914] | 87 | void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot) |
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[2912] | 88 | { |
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[2914] | 89 | if (!wSlot) |
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| 90 | return; |
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| 91 | |
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| 92 | if (wSlot->getWeapon()) |
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| 93 | this->removeWeaponPack(wSlot->getWeapon()->getWeaponPack()); |
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| 94 | |
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[2915] | 95 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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| 96 | { |
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| 97 | if ((*it) == wSlot) |
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| 98 | { |
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| 99 | this->weaponSlots_.erase(it); |
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| 100 | break; |
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| 101 | } |
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| 102 | } |
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[2914] | 103 | } |
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| 104 | |
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| 105 | WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const |
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| 106 | { |
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[2912] | 107 | unsigned int i = 0; |
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[2915] | 108 | for (std::vector<WeaponSlot*>::const_iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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[2912] | 109 | { |
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| 110 | ++i; |
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| 111 | if (i > index) |
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[2914] | 112 | return (*it); |
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[2912] | 113 | } |
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| 114 | return 0; |
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| 115 | } |
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| 116 | |
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[2914] | 117 | bool WeaponSystem::addWeaponSet(WeaponSet * wSet) |
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[2662] | 118 | { |
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[2914] | 119 | if (wSet) |
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| 120 | return this->addWeaponSet(wSet, wSet->getDesiredFiremode()); |
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| 121 | else |
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| 122 | return false; |
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| 123 | } |
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[2912] | 124 | |
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[2914] | 125 | bool WeaponSystem::addWeaponSet(WeaponSet * wSet, unsigned int firemode) |
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| 126 | { |
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| 127 | if (!wSet || firemode >= WeaponSystem::MAX_FIRE_MODES) |
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| 128 | return false; |
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| 129 | |
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| 130 | std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.find(firemode); |
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| 131 | if (it == this->weaponSets_.end()) |
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| 132 | { |
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| 133 | this->weaponSets_[firemode] = wSet; |
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| 134 | wSet->setWeaponSystem(this); |
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| 135 | return true; |
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| 136 | } |
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| 137 | |
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| 138 | return false; |
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[2662] | 139 | } |
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| 140 | |
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[2914] | 141 | void WeaponSystem::removeWeaponSet(WeaponSet * wSet) |
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[2106] | 142 | { |
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[2914] | 143 | for (std::map<unsigned int, WeaponSet*>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ) |
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| 144 | { |
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| 145 | if (it->second == wSet) |
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| 146 | this->weaponSets_.erase(it++); |
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| 147 | else |
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| 148 | ++it; |
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| 149 | } |
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| 150 | } |
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| 151 | |
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| 152 | WeaponSet * WeaponSystem::getWeaponSet(unsigned int index) const |
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| 153 | { |
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[2912] | 154 | unsigned int i = 0; |
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[2914] | 155 | for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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[2912] | 156 | { |
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| 157 | ++i; |
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| 158 | if (i > index) |
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[2914] | 159 | return it->second; |
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[2912] | 160 | } |
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| 161 | return 0; |
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[2106] | 162 | } |
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| 163 | |
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[2914] | 164 | bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack) |
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[2662] | 165 | { |
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[2912] | 166 | if (!wPack) |
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[2914] | 167 | return false; |
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[2912] | 168 | |
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[2914] | 169 | unsigned int freeSlots = 0; |
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[2915] | 170 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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[2914] | 171 | { |
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| 172 | if (!(*it)->isOccupied()) |
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| 173 | ++freeSlots; |
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| 174 | } |
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[2912] | 175 | |
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[2914] | 176 | return (freeSlots >= wPack->getNumWeapons()); |
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| 177 | } |
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| 178 | |
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| 179 | bool WeaponSystem::addWeaponPack(WeaponPack * wPack) |
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| 180 | { |
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| 181 | if (!this->canAddWeaponPack(wPack)) |
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| 182 | return false; |
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| 183 | |
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| 184 | // Attach all weapons to the first free slots (and to the Pawn) |
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| 185 | unsigned int i = 0; |
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[2915] | 186 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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[2914] | 187 | { |
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| 188 | if (!(*it)->isOccupied() && i < wPack->getNumWeapons()) |
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| 189 | { |
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| 190 | Weapon* weapon = wPack->getWeapon(i); |
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| 191 | (*it)->attachWeapon(weapon); |
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| 192 | this->getPawn()->attach(weapon); |
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| 193 | ++i; |
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| 194 | } |
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| 195 | } |
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| 196 | |
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| 197 | // Assign the desired weaponmode to the firemodes |
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| 198 | for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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| 199 | { |
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| 200 | unsigned int weaponmode = wPack->getDesiredWeaponmode(it->first); |
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| 201 | if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED) |
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| 202 | it->second->setWeaponmodeLink(wPack, weaponmode); |
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| 203 | } |
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| 204 | |
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[2912] | 205 | this->weaponPacks_.insert(wPack); |
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| 206 | wPack->setWeaponSystem(this); |
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[2914] | 207 | |
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| 208 | return true; |
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[2912] | 209 | } |
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| 210 | |
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[2914] | 211 | void WeaponSystem::removeWeaponPack(WeaponPack * wPack) |
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| 212 | { |
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| 213 | // Remove all weapons from their WeaponSlot |
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| 214 | unsigned int i = 0; |
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| 215 | Weapon* weapon = 0; |
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| 216 | while (weapon = wPack->getWeapon(i++)) |
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| 217 | weapon->getWeaponSlot()->removeWeapon(); |
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| 218 | |
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| 219 | // Remove all added links from the WeaponSets |
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| 220 | for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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| 221 | it->second->removeWeaponmodeLink(wPack); |
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| 222 | |
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| 223 | // Remove the WeaponPack from the WeaponSystem |
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| 224 | this->weaponPacks_.erase(wPack); |
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| 225 | } |
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| 226 | |
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[2912] | 227 | WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const |
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| 228 | { |
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| 229 | unsigned int i = 0; |
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[3012] | 230 | for (std::set<WeaponPack*>::const_iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it) |
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[2912] | 231 | { |
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| 232 | ++i; |
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| 233 | if (i > index) |
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| 234 | return (*it); |
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| 235 | } |
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| 236 | return 0; |
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[2914] | 237 | } |
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[2912] | 238 | |
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[2914] | 239 | bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2) |
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| 240 | { |
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[2915] | 241 | if (!wSlot1 || !wSlot2) |
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| 242 | return false; |
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| 243 | |
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| 244 | Weapon* weapon1 = wSlot1->getWeapon(); |
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| 245 | Weapon* weapon2 = wSlot2->getWeapon(); |
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| 246 | |
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| 247 | wSlot1->attachWeapon(weapon2); |
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| 248 | wSlot2->attachWeapon(weapon1); |
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| 249 | |
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| 250 | return true; |
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| 251 | // In the future, certain weapons might not fit to some slots. Swapping would then be |
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| 252 | // impossible and the returnvalue would be false. |
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[2914] | 253 | } |
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| 254 | |
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| 255 | void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode) |
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| 256 | { |
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| 257 | if (!wPack || !wSet) |
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| 258 | return; |
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| 259 | |
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| 260 | // Check if the WeaponPack belongs to this WeaponSystem |
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| 261 | std::set<WeaponPack *>::iterator it1 = this->weaponPacks_.find(wPack); |
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| 262 | if (it1 == this->weaponPacks_.end()) |
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| 263 | return; |
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| 264 | |
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| 265 | // Check if the WeaponSet belongs to this WeaponSystem |
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| 266 | bool foundWeaponSet = false; |
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| 267 | for (std::map<unsigned int, WeaponSet *>::iterator it2 = this->weaponSets_.begin(); it2 != this->weaponSets_.end(); ++it2) |
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| 268 | { |
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| 269 | if (it2->second == wSet) |
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| 270 | { |
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| 271 | foundWeaponSet = true; |
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| 272 | break; |
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| 273 | } |
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| 274 | } |
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| 275 | if (!foundWeaponSet) |
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| 276 | return; |
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| 277 | |
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| 278 | // Finally set the link between firemode and weaponmode |
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| 279 | wSet->setWeaponmodeLink(wPack, weaponmode); |
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| 280 | } |
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| 281 | |
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[2918] | 282 | void WeaponSystem::fire(unsigned int firemode) |
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[2912] | 283 | { |
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[2918] | 284 | std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode); |
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| 285 | if (it != this->weaponSets_.end() && it->second) |
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| 286 | it->second->fire(); |
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[2662] | 287 | } |
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| 288 | |
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[2918] | 289 | void WeaponSystem::reload() |
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| 290 | { |
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| 291 | for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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| 292 | it->second->reload(); |
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| 293 | } |
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[2893] | 294 | |
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[2918] | 295 | Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier) |
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[2662] | 296 | { |
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[2918] | 297 | if (!identifier || !identifier->getIdentifier()) |
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| 298 | return 0; |
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| 299 | |
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| 300 | std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier()); |
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| 301 | if (it != this->munitions_.end()) |
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| 302 | { |
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[2662] | 303 | return it->second; |
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[2918] | 304 | } |
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| 305 | else if (identifier->getIdentifier()->isA(Class(Munition))) |
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| 306 | { |
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| 307 | Munition* munition = identifier->fabricate(this); |
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| 308 | this->munitions_[identifier->getIdentifier()] = munition; |
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| 309 | return munition; |
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| 310 | } |
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[2662] | 311 | else |
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[2918] | 312 | { |
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[2662] | 313 | return 0; |
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[2918] | 314 | } |
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[2662] | 315 | } |
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[2106] | 316 | } |
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