| 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 "core/SubclassIdentifier.h" | 
|---|
| 33 | #include "worldentities/pawns/Pawn.h" | 
|---|
| 34 |  | 
|---|
| 35 | #include "WeaponSlot.h" | 
|---|
| 36 | #include "WeaponPack.h" | 
|---|
| 37 | #include "WeaponSet.h" | 
|---|
| 38 | #include "Weapon.h" | 
|---|
| 39 | #include "Munition.h" | 
|---|
| 40 |  | 
|---|
| 41 | /* WeaponSystem | 
|---|
| 42 |  * | 
|---|
| 43 |  *  www.orxonox.net/wiki/WeaponSystem | 
|---|
| 44 |  */ | 
|---|
| 45 |  | 
|---|
| 46 | namespace orxonox | 
|---|
| 47 | { | 
|---|
| 48 |     CreateFactory(WeaponSystem); | 
|---|
| 49 |  | 
|---|
| 50 |     WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) | 
|---|
| 51 |     { | 
|---|
| 52 |         RegisterObject(WeaponSystem); | 
|---|
| 53 |  | 
|---|
| 54 |         this->pawn_ = 0; | 
|---|
| 55 |     } | 
|---|
| 56 |  | 
|---|
| 57 |     WeaponSystem::~WeaponSystem() | 
|---|
| 58 |     { | 
|---|
| 59 |         if (this->isInitialized()) | 
|---|
| 60 |         { | 
|---|
| 61 |             if (this->pawn_) | 
|---|
| 62 |                 this->pawn_->setWeaponSystem(0); | 
|---|
| 63 |  | 
|---|
| 64 |             while (!this->weaponSets_.empty()) | 
|---|
| 65 |                 this->weaponSets_.begin()->second->destroy(); | 
|---|
| 66 |  | 
|---|
| 67 |             while (!this->weaponPacks_.empty()) | 
|---|
| 68 |                 (*this->weaponPacks_.begin())->destroy(); | 
|---|
| 69 |  | 
|---|
| 70 |             while (!this->weaponSlots_.empty()) | 
|---|
| 71 |                 (*this->weaponSlots_.begin())->destroy(); | 
|---|
| 72 |  | 
|---|
| 73 |             while (!this->munitions_.empty()) | 
|---|
| 74 |                 { this->munitions_.begin()->second->destroy(); this->munitions_.erase(this->munitions_.begin()); } | 
|---|
| 75 |         } | 
|---|
| 76 |     } | 
|---|
| 77 |  | 
|---|
| 78 |     void WeaponSystem::addWeaponSlot(WeaponSlot * wSlot) | 
|---|
| 79 |     { | 
|---|
| 80 |         if (!wSlot) | 
|---|
| 81 |             return; | 
|---|
| 82 |  | 
|---|
| 83 |         this->weaponSlots_.push_back(wSlot); | 
|---|
| 84 |         wSlot->setWeaponSystem(this); | 
|---|
| 85 |     } | 
|---|
| 86 |  | 
|---|
| 87 |     void WeaponSystem::removeWeaponSlot(WeaponSlot * wSlot) | 
|---|
| 88 |     { | 
|---|
| 89 |         if (!wSlot) | 
|---|
| 90 |             return; | 
|---|
| 91 |  | 
|---|
| 92 |         if (wSlot->getWeapon()) | 
|---|
| 93 |             this->removeWeaponPack(wSlot->getWeapon()->getWeaponPack()); | 
|---|
| 94 |  | 
|---|
| 95 |         for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) | 
|---|
| 96 |         { | 
|---|
| 97 |             if ((*it) == wSlot) | 
|---|
| 98 |             { | 
|---|
| 99 |                 this->weaponSlots_.erase(it); | 
|---|
| 100 |                 break; | 
|---|
| 101 |             } | 
|---|
| 102 |         } | 
|---|
| 103 |     } | 
|---|
| 104 |  | 
|---|
| 105 |     WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const | 
|---|
| 106 |     { | 
|---|
| 107 |         unsigned int i = 0; | 
|---|
| 108 |         for (std::vector<WeaponSlot*>::const_iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) | 
|---|
| 109 |         { | 
|---|
| 110 |             ++i; | 
|---|
| 111 |             if (i > index) | 
|---|
| 112 |                 return (*it); | 
|---|
| 113 |         } | 
|---|
| 114 |         return 0; | 
|---|
| 115 |     } | 
|---|
| 116 |  | 
|---|
| 117 |     bool WeaponSystem::addWeaponSet(WeaponSet * wSet) | 
|---|
| 118 |     { | 
|---|
| 119 |         if (wSet) | 
|---|
| 120 |             return this->addWeaponSet(wSet, wSet->getDesiredFiremode()); | 
|---|
| 121 |         else | 
|---|
| 122 |             return false; | 
|---|
| 123 |     } | 
|---|
| 124 |  | 
|---|
| 125 |     bool WeaponSystem::addWeaponSet(WeaponSet * wSet, unsigned int firemode) | 
|---|
| 126 |     { | 
|---|
| 127 |         if (!wSet || firemode >= WeaponSystem::MAX_FIRE_MODES) | 
|---|
| 128 |             return false; | 
|---|
| 129 |  | 
|---|
| 130 |         std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.find(firemode); | 
|---|
| 131 |         if (it == this->weaponSets_.end()) | 
|---|
| 132 |         { | 
|---|
| 133 |             this->weaponSets_[firemode] = wSet; | 
|---|
| 134 |             wSet->setWeaponSystem(this); | 
|---|
| 135 |             return true; | 
|---|
| 136 |         } | 
|---|
| 137 |  | 
|---|
| 138 |         return false; | 
|---|
| 139 |     } | 
|---|
| 140 |  | 
|---|
| 141 |     void WeaponSystem::removeWeaponSet(WeaponSet * wSet) | 
|---|
| 142 |     { | 
|---|
| 143 |         for (std::map<unsigned int, WeaponSet*>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ) | 
|---|
| 144 |         { | 
|---|
| 145 |             if (it->second == wSet) | 
|---|
| 146 |                 this->weaponSets_.erase(it++); | 
|---|
| 147 |             else | 
|---|
| 148 |                 ++it; | 
|---|
| 149 |         } | 
|---|
| 150 |     } | 
|---|
| 151 |  | 
|---|
| 152 |     WeaponSet * WeaponSystem::getWeaponSet(unsigned int index) const | 
|---|
| 153 |     { | 
|---|
| 154 |         unsigned int i = 0; | 
|---|
| 155 |         for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) | 
|---|
| 156 |         { | 
|---|
| 157 |             ++i; | 
|---|
| 158 |             if (i > index) | 
|---|
| 159 |                 return it->second; | 
|---|
| 160 |         } | 
|---|
| 161 |         return 0; | 
|---|
| 162 |     } | 
|---|
| 163 |  | 
|---|
| 164 |     bool WeaponSystem::canAddWeaponPack(WeaponPack * wPack) | 
|---|
| 165 |     { | 
|---|
| 166 |         if (!wPack) | 
|---|
| 167 |             return false; | 
|---|
| 168 |  | 
|---|
| 169 |         unsigned int freeSlots = 0; | 
|---|
| 170 |         for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) | 
|---|
| 171 |         { | 
|---|
| 172 |             if (!(*it)->isOccupied()) | 
|---|
| 173 |                 ++freeSlots; | 
|---|
| 174 |         } | 
|---|
| 175 |  | 
|---|
| 176 |         return (freeSlots >= wPack->getNumWeapons()); | 
|---|
| 177 |     } | 
|---|
| 178 |  | 
|---|
| 179 |     bool WeaponSystem::addWeaponPack(WeaponPack * wPack) | 
|---|
| 180 |     { | 
|---|
| 181 |         if (!this->canAddWeaponPack(wPack)) | 
|---|
| 182 |             return false; | 
|---|
| 183 |  | 
|---|
| 184 |         // Attach all weapons to the first free slots (and to the Pawn) | 
|---|
| 185 |         unsigned int i = 0; | 
|---|
| 186 |         for (std::vector<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) | 
|---|
| 187 |         { | 
|---|
| 188 |             if (!(*it)->isOccupied() && i < wPack->getNumWeapons()) | 
|---|
| 189 |             { | 
|---|
| 190 |                 Weapon* weapon = wPack->getWeapon(i); | 
|---|
| 191 |                 (*it)->attachWeapon(weapon); | 
|---|
| 192 |                 this->getPawn()->attach(weapon); | 
|---|
| 193 |                 ++i; | 
|---|
| 194 |             } | 
|---|
| 195 |         } | 
|---|
| 196 |  | 
|---|
| 197 |         // Assign the desired weaponmode to the firemodes | 
|---|
| 198 |         for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) | 
|---|
| 199 |         { | 
|---|
| 200 |             unsigned int weaponmode = wPack->getDesiredWeaponmode(it->first); | 
|---|
| 201 |             if (weaponmode != WeaponSystem::WEAPON_MODE_UNASSIGNED) | 
|---|
| 202 |                 it->second->setWeaponmodeLink(wPack, weaponmode); | 
|---|
| 203 |         } | 
|---|
| 204 |  | 
|---|
| 205 |         this->weaponPacks_.push_back(wPack); | 
|---|
| 206 |         wPack->setWeaponSystem(this); | 
|---|
| 207 |  | 
|---|
| 208 |         return true; | 
|---|
| 209 |     } | 
|---|
| 210 |  | 
|---|
| 211 |     void WeaponSystem::removeWeaponPack(WeaponPack * wPack) | 
|---|
| 212 |     { | 
|---|
| 213 |         // Remove all weapons from their WeaponSlot | 
|---|
| 214 |         unsigned int i = 0; | 
|---|
| 215 |         Weapon* weapon = 0; | 
|---|
| 216 |         while ((weapon = wPack->getWeapon(i++))) | 
|---|
| 217 |             if (weapon->getWeaponSlot()) | 
|---|
| 218 |                 weapon->getWeaponSlot()->removeWeapon(); | 
|---|
| 219 |  | 
|---|
| 220 |         // Remove all added links from the WeaponSets | 
|---|
| 221 |         for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) | 
|---|
| 222 |             it->second->removeWeaponmodeLink(wPack); | 
|---|
| 223 |  | 
|---|
| 224 |         // Remove the WeaponPack from the WeaponSystem | 
|---|
| 225 |         std::vector<WeaponPack*>::iterator it2 = std::find(this->weaponPacks_.begin(),this->weaponPacks_.end(), wPack); | 
|---|
| 226 |         assert(it2 !=this->weaponPacks_.end()); | 
|---|
| 227 |         this->weaponPacks_.erase(it2); | 
|---|
| 228 |     } | 
|---|
| 229 |  | 
|---|
| 230 |     WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const | 
|---|
| 231 |     { | 
|---|
| 232 |         unsigned int i = 0; | 
|---|
| 233 |         for (std::vector<WeaponPack*>::const_iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it) | 
|---|
| 234 |         { | 
|---|
| 235 |             ++i; | 
|---|
| 236 |             if (i > index) | 
|---|
| 237 |                 return (*it); | 
|---|
| 238 |         } | 
|---|
| 239 |         return 0; | 
|---|
| 240 |     } | 
|---|
| 241 |  | 
|---|
| 242 |     bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2) | 
|---|
| 243 |     { | 
|---|
| 244 |         if (!wSlot1 || !wSlot2) | 
|---|
| 245 |             return false; | 
|---|
| 246 |  | 
|---|
| 247 |         Weapon* weapon1 = wSlot1->getWeapon(); | 
|---|
| 248 |         Weapon* weapon2 = wSlot2->getWeapon(); | 
|---|
| 249 |  | 
|---|
| 250 |         wSlot1->attachWeapon(weapon2); | 
|---|
| 251 |         wSlot2->attachWeapon(weapon1); | 
|---|
| 252 |  | 
|---|
| 253 |         return true; | 
|---|
| 254 |         // In the future, certain weapons might not fit to some slots. Swapping would then be | 
|---|
| 255 |         // impossible and the returnvalue would be false. | 
|---|
| 256 |     } | 
|---|
| 257 |  | 
|---|
| 258 |     void WeaponSystem::changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode) | 
|---|
| 259 |     { | 
|---|
| 260 |         if (!wPack || !wSet) | 
|---|
| 261 |             return; | 
|---|
| 262 |  | 
|---|
| 263 |         // Check if the WeaponPack belongs to this WeaponSystem | 
|---|
| 264 |         std::vector<WeaponPack *>::iterator it1 = std::find( this->weaponPacks_.begin(), this->weaponPacks_.end(), wPack ); | 
|---|
| 265 |         if (it1 == this->weaponPacks_.end()) | 
|---|
| 266 |             return; | 
|---|
| 267 |  | 
|---|
| 268 |         // Check if the WeaponSet belongs to this WeaponSystem | 
|---|
| 269 |         bool foundWeaponSet = false; | 
|---|
| 270 |         for (std::map<unsigned int, WeaponSet *>::iterator it2 = this->weaponSets_.begin(); it2 != this->weaponSets_.end(); ++it2) | 
|---|
| 271 |         { | 
|---|
| 272 |             if (it2->second == wSet) | 
|---|
| 273 |             { | 
|---|
| 274 |                 foundWeaponSet = true; | 
|---|
| 275 |                 break; | 
|---|
| 276 |             } | 
|---|
| 277 |         } | 
|---|
| 278 |         if (!foundWeaponSet) | 
|---|
| 279 |             return; | 
|---|
| 280 |  | 
|---|
| 281 |         // Finally set the link between firemode and weaponmode | 
|---|
| 282 |         wSet->setWeaponmodeLink(wPack, weaponmode); | 
|---|
| 283 |     } | 
|---|
| 284 |  | 
|---|
| 285 |     void WeaponSystem::fire(unsigned int firemode) | 
|---|
| 286 |     { | 
|---|
| 287 |         std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode); | 
|---|
| 288 |         if (it != this->weaponSets_.end() && it->second) | 
|---|
| 289 |             it->second->fire(); | 
|---|
| 290 |     } | 
|---|
| 291 |  | 
|---|
| 292 |     void WeaponSystem::reload() | 
|---|
| 293 |     { | 
|---|
| 294 |         for (std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) | 
|---|
| 295 |             it->second->reload(); | 
|---|
| 296 |     } | 
|---|
| 297 |  | 
|---|
| 298 |     Munition * WeaponSystem::getMunition(SubclassIdentifier<Munition> * identifier) | 
|---|
| 299 |     { | 
|---|
| 300 |         if (!identifier || !identifier->getIdentifier()) | 
|---|
| 301 |             return 0; | 
|---|
| 302 |  | 
|---|
| 303 |         std::map<Identifier *, Munition *>::iterator it = this->munitions_.find(identifier->getIdentifier()); | 
|---|
| 304 |         if (it != this->munitions_.end()) | 
|---|
| 305 |         { | 
|---|
| 306 |             return it->second; | 
|---|
| 307 |         } | 
|---|
| 308 |         else if (identifier->getIdentifier()->isA(Class(Munition))) | 
|---|
| 309 |         { | 
|---|
| 310 |             Munition* munition = identifier->fabricate(this); | 
|---|
| 311 |             this->munitions_[identifier->getIdentifier()] = munition; | 
|---|
| 312 |             return munition; | 
|---|
| 313 |         } | 
|---|
| 314 |         else | 
|---|
| 315 |         { | 
|---|
| 316 |             return 0; | 
|---|
| 317 |         } | 
|---|
| 318 |     } | 
|---|
| 319 | } | 
|---|