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source: code/trunk/src/orxonox/objects/weaponsystem/WeaponSystem.cc @ 4008

Last change on this file since 4008 was 3110, checked in by rgrieder, 16 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
File size: 9.4 KB
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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 "objects/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                delete (this->weaponSets_.begin()->second);
65
66            while (!this->weaponPacks_.empty())
67                delete (*this->weaponPacks_.begin());
68
69            while (!this->weaponSlots_.empty())
70                delete (*this->weaponSlots_.begin());
71
72            while (!this->munitions_.empty())
73                { delete (this->munitions_.begin()->second); 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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