| 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 "WeaponSystem.h" | 
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| 30 |  | 
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| 31 | #include "core/CoreIncludes.h" | 
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| 32 | #include "core/class/SubclassIdentifier.h" | 
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| 33 | #include "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 | RegisterClass(WeaponSystem); | 
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| 49 |  | 
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| 50 | WeaponSystem::WeaponSystem(Context* context) : BaseObject(context) | 
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| 51 | { | 
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| 52 | RegisterObject(WeaponSystem); | 
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| 53 |  | 
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| 54 | this->pawn_ = nullptr; | 
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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(nullptr); | 
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| 63 |  | 
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| 64 | while (!this->weaponSets_.empty()) | 
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| 65 | this->weaponSets_.begin()->second->destroy(); | 
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| 66 |  | 
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| 67 | while (!this->weaponPacks_.empty()) | 
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| 68 | (*this->weaponPacks_.begin())->destroy(); | 
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| 69 |  | 
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| 70 | while (!this->weaponSlots_.empty()) | 
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| 71 | (*this->weaponSlots_.begin())->destroy(); | 
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| 72 |  | 
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| 73 | while (!this->munitions_.empty()) | 
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| 74 | { this->munitions_.begin()->second->destroy(); 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 (WeaponSlot* weaponSlot : this->weaponSlots_) | 
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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 weaponSlot; | 
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| 113 | } | 
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| 114 | return nullptr; | 
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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 (const auto& mapEntry : this->weaponSets_) | 
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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 mapEntry.second; | 
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| 160 | } | 
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| 161 | return nullptr; | 
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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 (WeaponSlot* weaponSlot : this->weaponSlots_) | 
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| 171 | { | 
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| 172 | if (!weaponSlot->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 (WeaponSlot* weaponSlot : this->weaponSlots_) | 
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| 187 | { | 
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| 188 | if (!weaponSlot->isOccupied() && i < wPack->getNumWeapons()) | 
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| 189 | { | 
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| 190 | Weapon* weapon = wPack->getWeapon(i); | 
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| 191 | weaponSlot->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 (const auto& mapEntry : this->weaponSets_) | 
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| 199 | { | 
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| 200 | unsigned int weaponmode = wPack->getDesiredWeaponmode(mapEntry.first); | 
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| 201 | if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED) | 
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| 202 | mapEntry.second->setWeaponmodeLink(wPack, weaponmode); | 
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| 203 | } | 
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| 204 |  | 
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| 205 | this->weaponPacks_.push_back(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 = nullptr; | 
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| 216 | while ((weapon = wPack->getWeapon(i++))) | 
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| 217 | if (weapon->getWeaponSlot()) | 
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| 218 | weapon->getWeaponSlot()->removeWeapon(); | 
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| 219 |  | 
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| 220 | // Remove all added links from the WeaponSets | 
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| 221 | for (const auto& mapEntry : this->weaponSets_) | 
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| 222 | mapEntry.second->removeWeaponmodeLink(wPack); | 
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| 223 |  | 
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| 224 | // Remove the WeaponPack from the WeaponSystem | 
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| 225 | std::vector<WeaponPack*>::iterator it2 = std::find(this->weaponPacks_.begin(),this->weaponPacks_.end(), wPack); | 
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| 226 | assert(it2 !=this->weaponPacks_.end()); | 
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| 227 | this->weaponPacks_.erase(it2); | 
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| 228 | } | 
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| 229 |  | 
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| 230 | WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const | 
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| 231 | { | 
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| 232 | unsigned int i = 0; | 
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| 233 | for (WeaponPack* weaponPack : this->weaponPacks_) | 
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| 234 | { | 
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| 235 | ++i; | 
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| 236 | if (i > index) | 
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| 237 | return weaponPack; | 
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| 238 | } | 
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| 239 | return nullptr; | 
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| 240 | } | 
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| 241 |  | 
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| 242 | bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2) | 
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| 243 | { | 
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| 244 | if (!wSlot1 || !wSlot2) | 
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| 245 | return false; | 
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| 246 |  | 
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| 247 | Weapon* weapon1 = wSlot1->getWeapon(); | 
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| 248 | Weapon* weapon2 = wSlot2->getWeapon(); | 
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| 249 |  | 
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| 250 | wSlot1->attachWeapon(weapon2); | 
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| 251 | wSlot2->attachWeapon(weapon1); | 
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| 252 |  | 
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| 253 | return true; | 
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| 254 | // In the future, certain weapons might not fit to some slots. Swapping would then be | 
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| 255 | // impossible and the returnvalue would be false. | 
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| 256 | } | 
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| 257 |  | 
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| 258 | void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode) | 
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| 259 | { | 
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| 260 | if (!wPack || !wSet) | 
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| 261 | return; | 
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| 262 |  | 
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| 263 | // Check if the WeaponPack belongs to this WeaponSystem | 
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| 264 | std::vector<WeaponPack *>::iterator it1 = std::find( this->weaponPacks_.begin(), this->weaponPacks_.end(), wPack ); | 
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| 265 | if (it1 == this->weaponPacks_.end()) | 
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| 266 | return; | 
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| 267 |  | 
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| 268 | // Check if the WeaponSet belongs to this WeaponSystem | 
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| 269 | bool foundWeaponSet = false; | 
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| 270 | for (const auto& mapEntry : this->weaponSets_) | 
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| 271 | { | 
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| 272 | if (mapEntry.second == wSet) | 
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| 273 | { | 
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| 274 | foundWeaponSet = true; | 
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| 275 | break; | 
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| 276 | } | 
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| 277 | } | 
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| 278 | if (!foundWeaponSet) | 
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| 279 | return; | 
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| 280 |  | 
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| 281 | // Finally set the link between firemode and weaponmode | 
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| 282 | wSet->setWeaponmodeLink(wPack, weaponmode); | 
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| 283 | } | 
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| 284 |  | 
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| 285 | /** | 
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| 286 | @brief | 
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| 287 | Fires the @ref orxonox::WeaponSet with the specified firemode. | 
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| 288 | */ | 
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| 289 | void WeaponSystem::fire(unsigned int firemode) | 
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| 290 | { | 
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| 291 | std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode); | 
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| 292 | if (it != this->weaponSets_.end() && it->second) | 
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| 293 | it->second->fire(); | 
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| 294 | } | 
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| 295 |  | 
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| 296 | void WeaponSystem::reload() | 
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| 297 | { | 
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| 298 | for (const auto& mapEntry : this->weaponSets_) | 
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| 299 | mapEntry.second->reload(); | 
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| 300 | } | 
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| 301 |  | 
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| 302 | Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier) | 
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| 303 | { | 
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| 304 | if (!identifier || !identifier->getIdentifier()) | 
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| 305 | return nullptr; | 
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| 306 |  | 
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| 307 | std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier()); | 
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| 308 | if (it != this->munitions_.end()) | 
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| 309 | { | 
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| 310 | return it->second; | 
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| 311 | } | 
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| 312 | else | 
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| 313 | { | 
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| 314 | return nullptr; | 
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| 315 | } | 
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| 316 | } | 
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| 317 |  | 
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| 318 | void WeaponSystem::addMunition(Munition* munition) | 
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| 319 | { | 
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| 320 | if (munition == nullptr) | 
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| 321 | { | 
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| 322 | return; | 
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| 323 | } | 
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| 324 |  | 
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| 325 | SubclassIdentifier<Munition> identifier = munition->getIdentifier(); | 
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| 326 |  | 
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| 327 | if (identifier) | 
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| 328 | { | 
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| 329 | this->munitions_[identifier] = munition; | 
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| 330 | updateMunition(); | 
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| 331 | } | 
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| 332 | else | 
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| 333 | { | 
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| 334 | orxout(internal_warning) << "Adding munition failed. identifier == nullptr " << endl; | 
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| 335 | } | 
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| 336 | } | 
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| 337 |  | 
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| 338 | void WeaponSystem::updateMunition() | 
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| 339 | { | 
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| 340 | for (WeaponPack* weaponPack : this->weaponPacks_) | 
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| 341 | { | 
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| 342 | weaponPack->updateMunition(); | 
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| 343 | } | 
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| 344 | } | 
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| 345 | } | 
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