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 | |
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39 | /* WeaponSystem |
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40 | * |
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41 | * www.orxonox.net/wiki/WeaponSystem |
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42 | */ |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | CreateFactory(WeaponSystem); |
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47 | |
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48 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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49 | { |
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50 | RegisterObject(WeaponSystem); |
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51 | |
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52 | this->pawn_ = 0; |
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53 | COUT(0) << "+WeaponSystem" << std::endl; |
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54 | } |
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55 | |
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56 | WeaponSystem::~WeaponSystem() |
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57 | { |
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58 | COUT(0) << "~WeaponSystem" << std::endl; |
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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 | } |
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65 | |
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66 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
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67 | { |
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68 | if (!wSet) |
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69 | return; |
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70 | |
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71 | this->weaponSets_[wSet->getFireMode()] = wSet; |
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72 | wSet->setWeaponSystem(this); |
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73 | } |
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74 | |
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75 | WeaponSet * WeaponSystem::getWeaponSet(unsigned int index) const |
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76 | { |
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77 | unsigned int i = 0; |
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78 | for (std::map<unsigned int, WeaponSet*>::const_iterator it = this->weaponSets_.begin(); it != this->weaponSets_.end(); ++it) |
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79 | { |
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80 | ++i; |
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81 | if (i > index) |
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82 | return it->second; |
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83 | } |
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84 | return 0; |
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85 | } |
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86 | |
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87 | void WeaponSystem::attachWeaponSlot(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 | this->weaponSlots_.insert(wSlot); |
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93 | wSlot->setWeaponSystem(this); |
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94 | } |
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95 | |
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96 | WeaponSlot * WeaponSystem::getWeaponSlot(unsigned int index) const |
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97 | { |
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98 | unsigned int i = 0; |
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99 | for (std::set<WeaponSlot*>::iterator it = this->weaponSlots_.begin(); it != this->weaponSlots_.end(); ++it) |
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100 | { |
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101 | ++i; |
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102 | if (i > index) |
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103 | return (*it); |
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104 | } |
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105 | return 0; |
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106 | } |
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107 | |
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108 | void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int wSetNumber) |
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109 | { |
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110 | if (!wPack) |
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111 | return; |
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112 | |
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113 | std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(wSetNumber); |
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114 | if (it != this->weaponSets_.end() && it->second) |
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115 | it->second->attachWeaponPack(wPack); |
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116 | |
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117 | this->weaponPacks_.insert(wPack); |
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118 | wPack->setWeaponSystem(this); |
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119 | wPack->attachNeededMunitionToAllWeapons(); // TODO - what is this? |
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120 | } |
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121 | |
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122 | WeaponPack * WeaponSystem::getWeaponPack(unsigned int index) const |
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123 | { |
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124 | unsigned int i = 0; |
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125 | for (std::set<WeaponPack*>::iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it) |
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126 | { |
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127 | ++i; |
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128 | if (i > index) |
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129 | return (*it); |
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130 | } |
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131 | return 0; |
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132 | } |
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133 | |
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134 | void WeaponSystem::setNewMunition(const std::string& munitionType, Munition * munitionToAdd) |
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135 | { |
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136 | this->munitionSet_[munitionType] = munitionToAdd; |
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137 | } |
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138 | |
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139 | |
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140 | //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition |
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141 | Munition * WeaponSystem::getMunitionType(const std::string& munitionType) const |
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142 | { |
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143 | std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType); |
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144 | if (it != this->munitionSet_.end()) |
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145 | return it->second; |
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146 | else |
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147 | return 0; |
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148 | } |
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149 | |
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150 | |
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151 | //n is the n'th weaponSet, starting with zero |
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152 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n (=firemode) |
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153 | //in future this could be well defined and not only for 3 different WeaponModes |
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154 | void WeaponSystem::fire(unsigned int firemode) |
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155 | { |
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156 | std::map<unsigned int, WeaponSet *>::iterator it = this->weaponSets_.find(firemode); |
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157 | if (it != this->weaponSets_.end() && it->second) |
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158 | it->second->fire(); |
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159 | } |
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160 | } |
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