[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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[2912] | 29 | #include "WeaponSystem.h" |
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[2106] | 30 | |
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| 31 | #include "core/CoreIncludes.h" |
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[5735] | 32 | #include "worldentities/pawns/Pawn.h" |
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[2106] | 33 | |
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[2912] | 34 | #include "WeaponSlot.h" |
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| 35 | #include "WeaponPack.h" |
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| 36 | #include "WeaponSet.h" |
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[2914] | 37 | #include "Weapon.h" |
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[2918] | 38 | #include "Munition.h" |
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[2106] | 39 | |
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[2893] | 40 | /* WeaponSystem |
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[2106] | 41 | * |
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[2893] | 42 | * www.orxonox.net/wiki/WeaponSystem |
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[2106] | 43 | */ |
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| 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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[2662] | 47 | CreateFactory(WeaponSystem); |
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| 48 | |
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[2106] | 49 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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| 50 | { |
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| 51 | RegisterObject(WeaponSystem); |
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| 52 | |
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[2912] | 53 | this->pawn_ = 0; |
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[2106] | 54 | } |
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| 55 | |
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| 56 | WeaponSystem::~WeaponSystem() |
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| 57 | { |
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[2912] | 58 | if (this->isInitialized()) |
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| 59 | { |
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| 60 | if (this->pawn_) |
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| 61 | this->pawn_->setWeaponSystem(0); |
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[2914] | 62 | |
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[2915] | 63 | while (!this->weaponSets_.empty()) |
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[5929] | 64 | this->weaponSets_.begin()->second->destroy(); |
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[2914] | 65 | |
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[2915] | 66 | while (!this->weaponPacks_.empty()) |
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[5929] | 67 | (*this->weaponPacks_.begin())->destroy(); |
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[2914] | 68 | |
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[2915] | 69 | while (!this->weaponSlots_.empty()) |
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[5929] | 70 | (*this->weaponSlots_.begin())->destroy(); |
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[2918] | 71 | |
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| 72 | while (!this->munitions_.empty()) |
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[5929] | 73 | { this->munitions_.begin()->second->destroy(); this->munitions_.erase(this->munitions_.begin()); } |
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[2912] | 74 | } |
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[2106] | 75 | } |
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| 76 | |
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[2914] | 77 | void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot) |
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[2662] | 78 | { |
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[2914] | 79 | if (!wSlot) |
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[2912] | 80 | return; |
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| 81 | |
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[2915] | 82 | this->weaponSlots_.push_back(wSlot); |
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[2914] | 83 | wSlot->setWeaponSystem(this); |
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[2662] | 84 | } |
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| 85 | |
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[2914] | 86 | void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot) |
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[2912] | 87 | { |
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[2914] | 88 | if (!wSlot) |
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| 89 | return; |
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| 90 | |
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| 91 | if (wSlot->getWeapon()) |
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| 92 | this->removeWeaponPack(wSlot->getWeapon()->getWeaponPack()); |
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| 93 | |
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[2915] | 94 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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| 95 | { |
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| 96 | if ((*it) == wSlot) |
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| 97 | { |
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| 98 | this->weaponSlots_.erase(it); |
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| 99 | break; |
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| 100 | } |
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| 101 | } |
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[2914] | 102 | } |
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| 103 | |
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| 104 | WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const |
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| 105 | { |
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[2912] | 106 | unsigned int i = 0; |
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[2915] | 107 | for (std::vector<WeaponSlot*>::const_iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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[2912] | 108 | { |
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| 109 | ++i; |
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| 110 | if (i > index) |
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[2914] | 111 | return (*it); |
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[2912] | 112 | } |
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| 113 | return 0; |
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| 114 | } |
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| 115 | |
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[2914] | 116 | bool WeaponSystem::addWeaponSet(WeaponSet * wSet) |
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[2662] | 117 | { |
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[2914] | 118 | if (wSet) |
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| 119 | return this->addWeaponSet(wSet, wSet->getDesiredFiremode()); |
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| 120 | else |
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| 121 | return false; |
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| 122 | } |
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[2912] | 123 | |
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[2914] | 124 | bool WeaponSystem::addWeaponSet(WeaponSet * wSet, unsigned int firemode) |
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| 125 | { |
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| 126 | if (!wSet || firemode >= WeaponSystem::MAX_FIRE_MODES) |
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| 127 | return false; |
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| 128 | |
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| 129 | std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.find(firemode); |
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| 130 | if (it == this->weaponSets_.end()) |
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| 131 | { |
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| 132 | this->weaponSets_[firemode] = wSet; |
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| 133 | wSet->setWeaponSystem(this); |
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| 134 | return true; |
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| 135 | } |
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| 136 | |
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| 137 | return false; |
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[2662] | 138 | } |
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| 139 | |
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[2914] | 140 | void WeaponSystem::removeWeaponSet(WeaponSet * wSet) |
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[2106] | 141 | { |
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[2914] | 142 | for (std::map<unsigned int, WeaponSet*>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ) |
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| 143 | { |
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| 144 | if (it->second == wSet) |
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| 145 | this->weaponSets_.erase(it++); |
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| 146 | else |
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| 147 | ++it; |
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| 148 | } |
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| 149 | } |
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| 150 | |
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| 151 | WeaponSet * WeaponSystem::getWeaponSet(unsigned int index) const |
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| 152 | { |
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[2912] | 153 | unsigned int i = 0; |
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[2914] | 154 | for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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[2912] | 155 | { |
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| 156 | ++i; |
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| 157 | if (i > index) |
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[2914] | 158 | return it->second; |
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[2912] | 159 | } |
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| 160 | return 0; |
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[2106] | 161 | } |
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| 162 | |
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[2914] | 163 | bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack) |
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[2662] | 164 | { |
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[2912] | 165 | if (!wPack) |
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[2914] | 166 | return false; |
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[2912] | 167 | |
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[2914] | 168 | unsigned int freeSlots = 0; |
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[2915] | 169 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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[2914] | 170 | { |
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| 171 | if (!(*it)->isOccupied()) |
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| 172 | ++freeSlots; |
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| 173 | } |
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[2912] | 174 | |
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[2914] | 175 | return (freeSlots >= wPack->getNumWeapons()); |
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| 176 | } |
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| 177 | |
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| 178 | bool WeaponSystem::addWeaponPack(WeaponPack * wPack) |
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| 179 | { |
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| 180 | if (!this->canAddWeaponPack(wPack)) |
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| 181 | return false; |
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| 182 | |
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| 183 | // Attach all weapons to the first free slots (and to the Pawn) |
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| 184 | unsigned int i = 0; |
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[2915] | 185 | for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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[2914] | 186 | { |
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| 187 | if (!(*it)->isOccupied() && i < wPack->getNumWeapons()) |
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| 188 | { |
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| 189 | Weapon* weapon = wPack->getWeapon(i); |
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| 190 | (*it)->attachWeapon(weapon); |
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| 191 | this->getPawn()->attach(weapon); |
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| 192 | ++i; |
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| 193 | } |
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| 194 | } |
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| 195 | |
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| 196 | // Assign the desired weaponmode to the firemodes |
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| 197 | for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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| 198 | { |
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| 199 | unsigned int weaponmode = wPack->getDesiredWeaponmode(it->first); |
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| 200 | if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED) |
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| 201 | it->second->setWeaponmodeLink(wPack, weaponmode); |
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| 202 | } |
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| 203 | |
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[2912] | 204 | this->weaponPacks_.insert(wPack); |
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| 205 | wPack->setWeaponSystem(this); |
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[2914] | 206 | |
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| 207 | return true; |
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[2912] | 208 | } |
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| 209 | |
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[2914] | 210 | void WeaponSystem::removeWeaponPack(WeaponPack * wPack) |
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| 211 | { |
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| 212 | // Remove all weapons from their WeaponSlot |
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| 213 | unsigned int i = 0; |
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| 214 | Weapon* weapon = 0; |
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[3074] | 215 | while ((weapon = wPack->getWeapon(i++))) |
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[2914] | 216 | weapon->getWeaponSlot()->removeWeapon(); |
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| 217 | |
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| 218 | // Remove all added links from the WeaponSets |
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| 219 | for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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| 220 | it->second->removeWeaponmodeLink(wPack); |
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| 221 | |
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| 222 | // Remove the WeaponPack from the WeaponSystem |
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| 223 | this->weaponPacks_.erase(wPack); |
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| 224 | } |
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| 225 | |
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[2912] | 226 | WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const |
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| 227 | { |
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| 228 | unsigned int i = 0; |
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[3012] | 229 | for (std::set<WeaponPack*>::const_iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it) |
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[2912] | 230 | { |
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| 231 | ++i; |
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| 232 | if (i > index) |
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| 233 | return (*it); |
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| 234 | } |
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| 235 | return 0; |
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[2914] | 236 | } |
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[2912] | 237 | |
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[2914] | 238 | bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2) |
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| 239 | { |
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[2915] | 240 | if (!wSlot1 || !wSlot2) |
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| 241 | return false; |
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| 242 | |
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| 243 | Weapon* weapon1 = wSlot1->getWeapon(); |
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| 244 | Weapon* weapon2 = wSlot2->getWeapon(); |
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| 245 | |
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| 246 | wSlot1->attachWeapon(weapon2); |
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| 247 | wSlot2->attachWeapon(weapon1); |
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| 248 | |
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| 249 | return true; |
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| 250 | // In the future, certain weapons might not fit to some slots. Swapping would then be |
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| 251 | // impossible and the returnvalue would be false. |
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[2914] | 252 | } |
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| 253 | |
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| 254 | void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode) |
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| 255 | { |
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| 256 | if (!wPack || !wSet) |
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| 257 | return; |
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| 258 | |
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| 259 | // Check if the WeaponPack belongs to this WeaponSystem |
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| 260 | std::set<WeaponPack *>::iterator it1 = this->weaponPacks_.find(wPack); |
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| 261 | if (it1 == this->weaponPacks_.end()) |
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| 262 | return; |
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| 263 | |
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| 264 | // Check if the WeaponSet belongs to this WeaponSystem |
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| 265 | bool foundWeaponSet = false; |
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| 266 | for (std::map<unsigned int, WeaponSet *>::iterator it2 = this->weaponSets_.begin(); it2 != this->weaponSets_.end(); ++it2) |
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| 267 | { |
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| 268 | if (it2->second == wSet) |
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| 269 | { |
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| 270 | foundWeaponSet = true; |
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| 271 | break; |
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| 272 | } |
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| 273 | } |
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| 274 | if (!foundWeaponSet) |
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| 275 | return; |
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| 276 | |
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| 277 | // Finally set the link between firemode and weaponmode |
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| 278 | wSet->setWeaponmodeLink(wPack, weaponmode); |
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| 279 | } |
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| 280 | |
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[2918] | 281 | void WeaponSystem::fire(unsigned int firemode) |
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[2912] | 282 | { |
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[2918] | 283 | std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode); |
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| 284 | if (it != this->weaponSets_.end() && it->second) |
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| 285 | it->second->fire(); |
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[2662] | 286 | } |
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| 287 | |
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[2918] | 288 | void WeaponSystem::reload() |
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| 289 | { |
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| 290 | for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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| 291 | it->second->reload(); |
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| 292 | } |
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[2893] | 293 | |
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[2918] | 294 | Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier) |
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[2662] | 295 | { |
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[2918] | 296 | if (!identifier || !identifier->getIdentifier()) |
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| 297 | return 0; |
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| 298 | |
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| 299 | std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier()); |
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| 300 | if (it != this->munitions_.end()) |
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| 301 | { |
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[2662] | 302 | return it->second; |
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[2918] | 303 | } |
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| 304 | else if (identifier->getIdentifier()->isA(Class(Munition))) |
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| 305 | { |
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| 306 | Munition* munition = identifier->fabricate(this); |
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| 307 | this->munitions_[identifier->getIdentifier()] = munition; |
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| 308 | return munition; |
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| 309 | } |
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[2662] | 310 | else |
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[2918] | 311 | { |
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[2662] | 312 | return 0; |
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[2918] | 313 | } |
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[2662] | 314 | } |
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[2106] | 315 | } |
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