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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30 | #include "WeaponSystem.h" |
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31 | |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "objects/worldentities/pawns/Pawn.h" |
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34 | |
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35 | #include "WeaponSlot.h" |
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36 | #include "WeaponPack.h" |
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37 | #include "WeaponSet.h" |
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38 | #include "Weapon.h" |
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39 | #include "Munition.h" |
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40 | |
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41 | /* WeaponSystem |
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42 | * |
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43 | * www.orxonox.net/wiki/WeaponSystem |
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44 | */ |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | CreateFactory(WeaponSystem); |
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49 | |
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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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54 | this->pawn_ = 0; |
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55 | } |
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56 | |
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57 | WeaponSystem::~WeaponSystem() |
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58 | { |
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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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63 | |
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64 | while (!this->weaponSets_.empty()) |
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65 | delete (this->weaponSets_.begin()->second); |
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66 | |
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67 | while (!this->weaponPacks_.empty()) |
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68 | delete (*this->weaponPacks_.begin()); |
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69 | |
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70 | while (!this->weaponSlots_.empty()) |
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71 | delete (*this->weaponSlots_.begin()); |
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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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75 | } |
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76 | } |
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77 | |
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78 | void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot) |
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79 | { |
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80 | if (!wSlot) |
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81 | return; |
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82 | |
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83 | this->weaponSlots_.push_back(wSlot); |
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84 | wSlot->setWeaponSystem(this); |
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85 | } |
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86 | |
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87 | void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot) |
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88 | { |
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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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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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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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107 | unsigned int i = 0; |
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108 | for (std::vector<WeaponSlot*>::const_iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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109 | { |
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110 | ++i; |
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111 | if (i > index) |
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112 | return (*it); |
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113 | } |
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114 | return 0; |
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115 | } |
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116 | |
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117 | bool WeaponSystem::addWeaponSet(WeaponSet * wSet) |
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118 | { |
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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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124 | |
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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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139 | } |
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140 | |
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141 | void WeaponSystem::removeWeaponSet(WeaponSet * wSet) |
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142 | { |
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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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154 | unsigned int i = 0; |
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155 | for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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156 | { |
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157 | ++i; |
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158 | if (i > index) |
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159 | return it->second; |
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160 | } |
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161 | return 0; |
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162 | } |
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163 | |
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164 | bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack) |
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165 | { |
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166 | if (!wPack) |
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167 | return false; |
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168 | |
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169 | unsigned int freeSlots = 0; |
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170 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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171 | { |
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172 | if (!(*it)->isOccupied()) |
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173 | ++freeSlots; |
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174 | } |
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175 | |
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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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186 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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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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205 | this->weaponPacks_.insert(wPack); |
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206 | wPack->setWeaponSystem(this); |
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207 | |
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208 | return true; |
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209 | } |
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210 | |
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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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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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230 | for (std::set<WeaponPack*>::const_iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it) |
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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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237 | } |
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238 | |
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239 | bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2) |
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240 | { |
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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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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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282 | void WeaponSystem::fire(unsigned int firemode) |
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283 | { |
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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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287 | } |
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288 | |
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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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294 | |
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295 | Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier) |
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296 | { |
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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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303 | return it->second; |
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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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311 | else |
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312 | { |
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313 | return 0; |
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314 | } |
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315 | } |
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316 | } |
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