| 1 |  | 
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| 2 | /* | 
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| 3 |    orxonox - the future of 3D-vertical-scrollers | 
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| 4 |  | 
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| 5 |    Copyright (C) 2004 orx | 
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| 6 |  | 
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| 7 |    This program is free software; you can redistribute it and/or modify | 
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| 8 |    it under the terms of the GNU General Public License as published by | 
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| 9 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 10 |    any later version. | 
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| 11 |  | 
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| 12 | ### File Specific | 
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| 13 |    main-programmer: Patrick Boenzli | 
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| 14 |    co-programmer: Benjamin Grauer | 
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| 15 |  | 
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| 16 |    2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| 20 |  | 
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| 21 | #include "weapon_manager.h" | 
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| 22 | #include "weapon.h" | 
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| 23 | #include "crosshair.h" | 
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| 24 |  | 
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| 25 | #include "playable.h" | 
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| 26 |  | 
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| 27 | #include "util/loading/load_param_xml.h" | 
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| 28 | #include "util/loading/factory.h" | 
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| 29 |  | 
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| 30 | #include "t_animation.h" | 
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| 31 |  | 
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| 32 |  | 
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| 33 | ObjectListDefinition(WeaponManager); | 
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| 34 | /** | 
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| 35 |  * @brief this initializes the weaponManager for a given nnumber of weapon slots | 
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| 36 |  * @param number of weapon slots of the model/ship <= 8 (limitied) | 
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| 37 |  */ | 
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| 38 | WeaponManager::WeaponManager(WorldEntity* parent) | 
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| 39 | { | 
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| 40 |   this->init(); | 
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| 41 |   this->setParentEntity(parent); | 
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| 42 |  | 
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| 43 |   assert (parent != NULL); | 
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| 44 | } | 
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| 45 |  | 
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| 46 | WeaponManager::WeaponManager(const TiXmlElement* root) | 
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| 47 | { | 
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| 48 |   this->init(); | 
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| 49 |   this->loadParams(root); | 
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| 50 | } | 
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| 51 |  | 
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| 52 | /** | 
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| 53 |  * @brief Destroys a WeaponManager | 
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| 54 |  */ | 
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| 55 | WeaponManager::~WeaponManager() | 
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| 56 | { | 
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| 57 |   // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) | 
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| 58 |   // rennerc: crosshair seems not to delete itselve | 
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| 59 |   //if (Crosshair::objectList().exists(this->crosshair)) | 
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| 60 |   //  delete this->crosshair; | 
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| 61 | } | 
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| 62 |  | 
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| 63 | /** | 
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| 64 |  * @brief initializes the WeaponManager | 
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| 65 |  */ | 
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| 66 | void WeaponManager::init() | 
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| 67 | { | 
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| 68 |   this->registerObject(this, WeaponManager::_objectList); | 
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| 69 |  | 
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| 70 |   this->parentNode = NULL; | 
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| 71 |   this->parentEntity = NULL; | 
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| 72 |  | 
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| 73 |   for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 74 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 75 |       this->configs[i][j] = NULL; | 
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| 76 |  | 
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| 77 |   for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 78 |   { | 
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| 79 |     this->currentSlotConfig[i].capability = WTYPE_ALL; | 
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| 80 |     this->currentSlotConfig[i].currentWeapon = NULL; | 
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| 81 |     this->currentSlotConfig[i].nextWeapon = NULL; | 
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| 82 |  | 
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| 83 |     // NAMING | 
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| 84 |     char* tmpName; | 
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| 85 |     if (!this->getName().empty()) | 
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| 86 |     { | 
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| 87 |       tmpName = new char[this->getName().size() + 10]; | 
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| 88 |       sprintf(tmpName, "%s_slot%d", this->getCName(), i); | 
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| 89 |     } | 
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| 90 |     else | 
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| 91 |     { | 
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| 92 |       tmpName = new char[30]; | 
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| 93 |       sprintf(tmpName, "WeaponMan_slot%d", i); | 
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| 94 |     } | 
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| 95 |     this->currentSlotConfig[i].position.setName(tmpName); | 
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| 96 |     this->currentSlotConfig[i].position.deactivateNode(); | 
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| 97 |     delete[] tmpName; | 
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| 98 |   } | 
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| 99 |  | 
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| 100 |   for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) | 
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| 101 |     this->availiableWeapons[i] = NULL; | 
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| 102 |  | 
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| 103 |  | 
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| 104 |   this->currentConfigID = 0; | 
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| 105 |   this->slotCount = 2; | 
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| 106 |   //this->weaponChange; | 
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| 107 |  | 
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| 108 |   // CROSSHAIR INITIALISATION | 
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| 109 |   this->crosshair = new Crosshair(); | 
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| 110 |   //this->crosshair->setRelCoor(1000,0,0); | 
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| 111 |   this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); | 
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| 112 |   this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); | 
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| 113 |   this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); | 
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| 114 |   this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); | 
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| 115 |   this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); | 
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| 116 | } | 
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| 117 |  | 
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| 118 | /** | 
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| 119 |  * @brief loads the settings of the WeaponManager | 
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| 120 |  * @param root the XML-element to load from | 
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| 121 |  */ | 
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| 122 | void WeaponManager::loadParams(const TiXmlElement* root) | 
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| 123 | { | 
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| 124 |   BaseObject::loadParams(root); | 
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| 125 |  | 
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| 126 |   LoadParam(root, "slot-count", this, WeaponManager, setSlotCount) | 
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| 127 |   .describe("how many slots(cannons) the WeaponManager can handle"); | 
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| 128 |  | 
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| 129 |   LOAD_PARAM_START_CYCLE(root, element); | 
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| 130 |   { | 
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| 131 |     // CHECK IF THIS WORKS.... | 
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| 132 |     LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) | 
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| 133 |     .describe("loads Weapons"); | 
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| 134 |   } | 
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| 135 |   LOAD_PARAM_END_CYCLE(element); | 
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| 136 | } | 
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| 137 |  | 
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| 138 | /** | 
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| 139 |  * @brief loads a Weapon onto the WeaponManager | 
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| 140 |  * @param root the XML-element to load the Weapons from | 
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| 141 |  */ | 
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| 142 | void WeaponManager::loadWeapons(const TiXmlElement* root) | 
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| 143 | { | 
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| 144 |   LOAD_PARAM_START_CYCLE(root, element); | 
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| 145 |  | 
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| 146 |   BaseObject* object = Factory::fabricate(element); | 
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| 147 |   if (object != NULL) | 
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| 148 |   { | 
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| 149 |     Weapon* newWeapon = dynamic_cast<Weapon*>(object); | 
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| 150 |     if (newWeapon == NULL) | 
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| 151 |       delete object; | 
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| 152 |   } | 
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| 153 |   LOAD_PARAM_END_CYCLE(element); | 
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| 154 | } | 
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| 155 |  | 
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| 156 | /** | 
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| 157 |  * @brief sets the Parent of the WeaponManager. | 
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| 158 |  * @param parent the parent of the WeaponManager | 
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| 159 |  * | 
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| 160 |  * this is used, to identify to which ship/man/whatever this WeaponManager is connected. | 
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| 161 |  * also all the Slots will be subconnected to this parent. | 
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| 162 |  * | 
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| 163 |  * The reason this function exists is that the WeaponManager is neither a WorldEntity nor | 
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| 164 |  * a PNode. | 
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| 165 |  */ | 
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| 166 | void WeaponManager::setParentEntity(WorldEntity* parent) | 
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| 167 | { | 
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| 168 |   this->parentEntity = parent; | 
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| 169 |   if (this->parentNode == NULL) | 
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| 170 |     this->setParentNode(parent); | 
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| 171 | } | 
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| 172 |  | 
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| 173 |  | 
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| 174 | void WeaponManager::setParentNode(PNode* parent) | 
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| 175 | { | 
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| 176 |   this->parentNode = parent; | 
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| 177 |   assert(parent != NULL); | 
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| 178 |  | 
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| 179 |   if (this->parentNode != NULL) | 
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| 180 |   { | 
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| 181 |     for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 182 |       this->parentNode->addChild(&this->currentSlotConfig[i].position); | 
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| 183 |   } | 
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| 184 |  | 
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| 185 | } | 
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| 186 |  | 
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| 187 |  | 
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| 188 | /** | 
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| 189 |  * @brief sets the number of Slots the WeaponManager has | 
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| 190 |  * @param slotCount the number of slots | 
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| 191 |  */ | 
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| 192 | void WeaponManager::setSlotCount(unsigned int slotCount) | 
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| 193 | { | 
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| 194 |   if (slotCount <= WM_MAX_SLOTS) | 
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| 195 |     this->slotCount = slotCount; | 
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| 196 |   else | 
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| 197 |     this->slotCount = WM_MAX_SLOTS; | 
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| 198 | } | 
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| 199 |  | 
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| 200 |  | 
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| 201 | /** | 
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| 202 |  * @brief sets the position of the Slot relative to the parent | 
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| 203 |  * @param slot the slot to set-up | 
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| 204 |  * @param position the position of the given slot | 
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| 205 |  */ | 
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| 206 | void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent) | 
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| 207 | { | 
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| 208 |   if (slot < this->slotCount) | 
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| 209 |   { | 
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| 210 |     this->currentSlotConfig[slot].position.setRelCoor(position); | 
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| 211 |  | 
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| 212 |     if (parent != NULL) | 
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| 213 |       this->currentSlotConfig[slot].position.setParent(parent); | 
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| 214 |   } | 
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| 215 | } | 
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| 216 |  | 
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| 217 |  | 
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| 218 | /** | 
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| 219 |  * @brief sets the relative rotation of the slot to its parent | 
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| 220 |  * @param slot the slot to set-up | 
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| 221 |  * @param rotation the relative rotation of the given slot | 
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| 222 |  */ | 
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| 223 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) | 
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| 224 | { | 
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| 225 |   if (slot < this->slotCount) | 
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| 226 |     this->currentSlotConfig[slot].position.setRelDir(rotation); | 
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| 227 | } | 
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| 228 |  | 
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| 229 |  | 
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| 230 | /** | 
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| 231 |  * @brief adds a weapon to the selected weaponconfiguration into the selected slot | 
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| 232 |  * @param weapon the weapon to add | 
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| 233 |  * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot | 
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| 234 |  * @param slotID an identifier for the weapon configuration, number between 0..3 | 
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| 235 |  * | 
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| 236 |  * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be | 
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| 237 |  * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free | 
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| 238 |  * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be | 
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| 239 |  * a error message. | 
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| 240 |  */ | 
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| 241 | bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 242 | { | 
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| 243 |   if ( weapon == NULL ) | 
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| 244 |     return false; | 
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| 245 |  | 
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| 246 |   if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) | 
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| 247 |   { | 
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| 248 |     PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount); | 
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| 249 |     if (configID >= WM_MAX_CONFIGS) | 
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| 250 |       configID = -1; | 
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| 251 |     if (slotID >= (int)this->slotCount) | 
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| 252 |       slotID = -1; | 
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| 253 |   } | 
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| 254 |   // if no ConfigID is supplied set to Current Config. | 
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| 255 |   if (configID <= -1) | 
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| 256 |     configID = this->currentConfigID; | 
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| 257 |   // | 
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| 258 |   if (configID > -1 && slotID == -1) | 
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| 259 |   { | 
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| 260 |     slotID = this->getNextFreeSlot(configID, weapon->getCapability()); | 
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| 261 |     if (slotID == -1) | 
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| 262 |       configID = -1; | 
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| 263 |   } | 
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| 264 |  | 
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| 265 |   if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL) | 
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| 266 |   { | 
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| 267 |     PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getCName(), weapon->getClassCName(), weapon->getCName()); | 
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| 268 |     return false; | 
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| 269 |   } | 
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| 270 |  | 
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| 271 |   if (slotID <= -1) // WM_FREE_SLOT | 
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| 272 |   { | 
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| 273 |     slotID = this->getNextFreeSlot(configID, weapon->getCapability()); | 
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| 274 |     if( slotID < 0 || slotID >= this->slotCount) | 
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| 275 |     { | 
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| 276 |       PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); | 
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| 277 |       return false; | 
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| 278 |     } | 
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| 279 |   } | 
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| 280 |  | 
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| 281 |   if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) && | 
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| 282 |       this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS) | 
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| 283 |   { | 
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| 284 |     PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", | 
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| 285 |               slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability); | 
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| 286 |     return false; | 
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| 287 |   } | 
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| 288 |  | 
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| 289 |   //! @todo check if the weapon is already assigned to another config in another slot | 
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| 290 |   if (this->configs[configID][slotID] != NULL) | 
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| 291 |     return false; | 
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| 292 |  | 
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| 293 |   this->configs[configID][slotID] = weapon; | 
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| 294 |   weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType())); | 
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| 295 |   if(configID == this->currentConfigID) | 
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| 296 |     this->currentSlotConfig[slotID].nextWeapon = weapon; | 
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| 297 |   //if (this->parent != NULL) | 
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| 298 |   { | 
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| 299 |     this->parentNode->addChild(weapon); | 
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| 300 |     if (this->parentEntity->isA(Playable::staticClassID())) | 
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| 301 |       dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); | 
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| 302 |     weapon->setDefaultTarget(this->crosshair); | 
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| 303 |   } | 
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| 304 |   PRINTF(4)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassCName(), weapon->getCName(), configID, slotID); | 
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| 305 |   return true; | 
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| 306 | } | 
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| 307 |  | 
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| 308 | /** | 
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| 309 |  * @brief increases the Energy of the WeaponContainer of type (projectileType) | 
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| 310 |  * @param projectileType the type of weapon to increase Energy from | 
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| 311 |  * @param ammo the ammo to increase | 
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| 312 |  */ | 
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| 313 | float WeaponManager::increaseAmmunition(const ClassID& projectileType, float ammo) | 
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| 314 | { | 
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| 315 |   return this->getAmmoContainer(projectileType)->increaseEnergy(ammo); | 
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| 316 | } | 
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| 317 |  | 
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| 318 | /** | 
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| 319 |  * @brief does the same as the funtion inclreaseAmmunition, added four your convenience | 
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| 320 |  * @param weapon, the Weapon to read the ammo-info about. | 
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| 321 |  * @param ammo how much ammo to add. | 
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| 322 |  */ | 
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| 323 | float WeaponManager::inclreaseAmmunition(const Weapon* weapon, float ammo) | 
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| 324 | { | 
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| 325 |   assert (weapon != NULL); | 
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| 326 |   return this->increaseAmmunition(weapon->getClassID(), ammo); | 
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| 327 |  | 
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| 328 | } | 
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| 329 |  | 
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| 330 |  | 
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| 331 | /** | 
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| 332 |  * sets the capabilities of a Slot | 
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| 333 |  * @param slot the slot to set the capability | 
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| 334 |  * @param slotCapability the capability @see WM_SlotCapability | 
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| 335 |  */ | 
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| 336 | void WeaponManager::setSlotCapability(int slot, long slotCapability) | 
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| 337 | { | 
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| 338 |   if (slot > slotCount) | 
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| 339 |     return; | 
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| 340 |   this->currentSlotConfig[slot].capability = slotCapability; | 
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| 341 | } | 
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| 342 |  | 
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| 343 |  | 
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| 344 | /** | 
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| 345 |  * removes a Weapon from the WeaponManager | 
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| 346 |  * | 
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| 347 |  * !! The weapon must be inactive before you can delete it,    !! | 
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| 348 |  * !! because it will still be deactivated (if it is selected) !! | 
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| 349 |  */ | 
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| 350 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) | 
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| 351 | { | 
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| 352 |   if (weapon == NULL) | 
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| 353 |     return; | 
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| 354 |   if (configID < 0) | 
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| 355 |   { | 
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| 356 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 357 |     { | 
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| 358 |       for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 359 |       { | 
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| 360 |         if (this->configs[i][j] == weapon) | 
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| 361 |           this->configs[i][j] = NULL; | 
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| 362 |       } | 
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| 363 |       if (this->currentSlotConfig[j].currentWeapon == weapon) | 
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| 364 |       { | 
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| 365 |         this->currentSlotConfig[j].nextWeapon = NULL; | 
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| 366 |       } | 
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| 367 |     } | 
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| 368 |   } | 
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| 369 | } | 
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| 370 |  | 
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| 371 |  | 
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| 372 | /** | 
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| 373 |  * changes to the next weapon configuration | 
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| 374 |  */ | 
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| 375 | void WeaponManager::nextWeaponConfig() | 
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| 376 | { | 
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| 377 |   ++this->currentConfigID; | 
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| 378 |   if (this->currentConfigID >= WM_MAX_CONFIGS) | 
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| 379 |     this->currentConfigID = 0; | 
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| 380 |   this->changeWeaponConfig(this->currentConfigID); | 
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| 381 | } | 
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| 382 |  | 
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| 383 | /** | 
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| 384 |  * changes to the previous configuration | 
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| 385 |  */ | 
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| 386 | void WeaponManager::previousWeaponConfig() | 
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| 387 | { | 
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| 388 |   --this->currentConfigID; | 
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| 389 |   if (this->currentConfigID < 0) | 
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| 390 |     this->currentConfigID = WM_MAX_CONFIGS -1; | 
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| 391 |   this->changeWeaponConfig(this->currentConfigID); | 
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| 392 | } | 
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| 393 |  | 
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| 394 | /** | 
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| 395 |  * change to a desired configuration | 
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| 396 |  * @param weaponConfig the configuration to jump to. | 
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| 397 |  */ | 
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| 398 | void WeaponManager::changeWeaponConfig(int weaponConfig) | 
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| 399 | { | 
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| 400 |   this->currentConfigID = weaponConfig; | 
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| 401 |   PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); | 
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| 402 |   for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 403 |     this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; | 
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| 404 | } | 
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| 405 |  | 
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| 406 |  | 
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| 407 | /** | 
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| 408 |  * triggers fire of all weapons in the current weaponconfig | 
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| 409 |  */ | 
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| 410 | void WeaponManager::fire() | 
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| 411 | { | 
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| 412 |   Weapon* firingWeapon; | 
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| 413 |   for(int i = 0; i < this->slotCount; i++) | 
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| 414 |   { | 
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| 415 |     firingWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 416 |     if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); | 
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| 417 |   } | 
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| 418 |   this->crosshair->setRotationSpeed(500); | 
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| 419 |   this->crossHairSizeAnim->replay(); | 
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| 420 | } | 
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| 421 |  | 
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| 422 |  | 
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| 423 | /** | 
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| 424 |  * triggers tick of all weapons in the current weaponconfig | 
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| 425 |  * @param second passed since last tick | 
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| 426 |  */ | 
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| 427 | void WeaponManager::tick(float dt) | 
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| 428 | { | 
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| 429 |   Weapon* tickWeapon; | 
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| 430 |  | 
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| 431 |   for(int i = 0; i < this->slotCount; i++) | 
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| 432 |   { | 
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| 433 | /* | 
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| 434 |     NICE LITTLE DEBUG FUNCTION | 
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| 435 |        if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL) | 
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| 436 |       printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/ | 
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| 437 |  | 
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| 438 |     // current Weapon in Slot i | 
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| 439 |     tickWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 440 |     // On A change (current != next) | 
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| 441 |     if (tickWeapon != this->currentSlotConfig[i].nextWeapon) | 
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| 442 |     { | 
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| 443 |       // if a Weapon is Active in slot i, deactivate it. | 
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| 444 |       if (tickWeapon != NULL ) | 
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| 445 |       { | 
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| 446 |         if (tickWeapon->isActive()) | 
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| 447 |         { | 
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| 448 |           tickWeapon->requestAction(WA_DEACTIVATE); | 
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| 449 |           continue; | 
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| 450 |         } | 
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| 451 |         else | 
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| 452 |         { | 
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| 453 |           tickWeapon->toList(OM_NULL); | 
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| 454 |           this->currentSlotConfig[i].currentWeapon = NULL; | 
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| 455 |         } | 
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| 456 |       } | 
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| 457 |  | 
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| 458 |       // switching to next Weapon | 
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| 459 |       tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; | 
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| 460 |       if (tickWeapon != NULL) | 
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| 461 |       { | 
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| 462 |            //        if (this->parent != NULL) | 
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| 463 |           tickWeapon->toList(this->parentEntity->getOMListNumber()); | 
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| 464 |         tickWeapon->requestAction(WA_ACTIVATE); | 
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| 465 |         this->currentSlotConfig[i].position.activateNode(); | 
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| 466 |         tickWeapon->setParent(&this->currentSlotConfig[i].position); | 
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| 467 |       } | 
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| 468 |       else | 
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| 469 |         this->currentSlotConfig[i].position.deactivateNode(); | 
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| 470 |       if (this->parentEntity != NULL && this->parentEntity->isA(Playable::staticClassID())) | 
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| 471 |         dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); | 
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| 472 |     } | 
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| 473 |     else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING)) | 
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| 474 |       this->currentSlotConfig[i].nextWeapon = NULL; | 
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| 475 |   } | 
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| 476 | } | 
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| 477 |  | 
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| 478 |  | 
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| 479 | /** | 
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| 480 |  * triggers draw of all weapons in the current weaponconfig | 
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| 481 |  */ | 
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| 482 | void WeaponManager::draw() const | 
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| 483 | { | 
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| 484 |   assert(false || "must not be called"); | 
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| 485 |   Weapon* drawWeapon; | 
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| 486 |   for (int i = 0; i < this->slotCount; i++) | 
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| 487 |   { | 
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| 488 |     drawWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 489 |     if( drawWeapon != NULL && drawWeapon->isVisible()) | 
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| 490 |       drawWeapon->draw(); | 
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| 491 |   } | 
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| 492 | } | 
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| 493 |  | 
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| 494 |  | 
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| 495 | /** | 
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| 496 |  * private gets the next free slot in a certain weaponconfig | 
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| 497 |  * @param the selected weaponconfig -1 if none found | 
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| 498 |  */ | 
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| 499 | int WeaponManager::getNextFreeSlot(int configID, long capability) | 
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| 500 | { | 
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| 501 |   if (configID == -1) | 
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| 502 |   { | 
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| 503 |     for (configID = 0; configID < WM_MAX_CONFIGS; configID++) | 
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| 504 |       for( int i = 0; i < this->slotCount; ++i) | 
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| 505 |       { | 
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| 506 |         if( this->configs[configID][i] == NULL && | 
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| 507 |             (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && | 
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| 508 |             (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) | 
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| 509 |           return i; | 
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| 510 |       } | 
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| 511 |   } | 
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| 512 |   else | 
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| 513 |   { | 
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| 514 |     for( int i = 0; i < this->slotCount; ++i) | 
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| 515 |     { | 
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| 516 |       if( this->configs[configID][i] == NULL && | 
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| 517 |           (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && | 
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| 518 |           (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) | 
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| 519 |         return i; | 
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| 520 |     } | 
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| 521 |   } | 
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| 522 |   return -1; | 
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| 523 | } | 
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| 524 |  | 
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| 525 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const ClassID& projectileType) | 
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| 526 | { | 
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| 527 |   for (unsigned int i = 0; i < this->ammo.size(); i++) | 
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| 528 |   { | 
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| 529 |     if (this->ammo[i]->getProjectileType() == projectileType) | 
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| 530 |       return this->ammo[i]; | 
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| 531 |   } | 
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| 532 |   this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType))); | 
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| 533 |   return this->ammo.back(); | 
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| 534 | } | 
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| 535 |  | 
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| 536 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon) | 
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| 537 | { | 
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| 538 |   assert (weapon != NULL); | 
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| 539 |   return (this->getAmmoContainer(weapon->getClassID())); | 
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| 540 | } | 
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| 541 |  | 
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| 542 |  | 
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| 543 | /** | 
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| 544 |  * outputs some nice debug information about the WeaponManager | 
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| 545 |  */ | 
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| 546 | void WeaponManager::debug() const | 
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| 547 | { | 
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| 548 |   PRINT(3)("WeaponManager Debug Information\n"); | 
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| 549 |   PRINT(3)("-------------------------------\n"); | 
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| 550 |   PRINT(3)("current Config is %d\n", this->currentConfigID); | 
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| 551 |   for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 552 |   { | 
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| 553 |     PRINT(3)("Listing Weapons in Configuration %d\n", i); | 
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| 554 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 555 |     { | 
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| 556 |       if (this->configs[i][j] != NULL) | 
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| 557 |         PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassCName()); | 
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| 558 |     } | 
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| 559 |   } | 
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| 560 | } | 
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