| [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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