[4826] | 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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[4832] | 14 | co-programmer: Benjamin Grauer |
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[4951] | 15 | |
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| 16 | 2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. |
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[4826] | 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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[4834] | 23 | #include "crosshair.h" |
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[4828] | 24 | |
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[6561] | 25 | #include "playable.h" |
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| 26 | |
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[4834] | 27 | #include "load_param.h" |
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| 28 | #include "factory.h" |
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[6055] | 29 | |
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[4837] | 30 | #include "t_animation.h" |
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[4826] | 31 | |
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| 32 | using namespace std; |
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| 33 | |
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| 34 | |
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| 35 | /** |
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[6054] | 36 | * @brief this initializes the weaponManager for a given nnumber of weapon slots |
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[4826] | 37 | * @param number of weapon slots of the model/ship <= 8 (limitied) |
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| 38 | */ |
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[6142] | 39 | WeaponManager::WeaponManager(WorldEntity* parent) |
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[4826] | 40 | { |
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[4833] | 41 | this->init(); |
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[4953] | 42 | this->setParent(parent); |
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[4826] | 43 | } |
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| 44 | |
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[4949] | 45 | WeaponManager::WeaponManager(const TiXmlElement* root) |
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| 46 | { |
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| 47 | this->init(); |
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| 48 | this->loadParams(root); |
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| 49 | } |
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[4826] | 50 | |
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[4833] | 51 | /** |
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[6054] | 52 | * @brief Destroys a WeaponManager |
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[4833] | 53 | */ |
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[4826] | 54 | WeaponManager::~WeaponManager() |
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| 55 | { |
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[4834] | 56 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
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| 57 | //delete this->crosshair; |
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[4826] | 58 | } |
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| 59 | |
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[4834] | 60 | /** |
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[6054] | 61 | * @brief initializes the WeaponManager |
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[4834] | 62 | */ |
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[4833] | 63 | void WeaponManager::init() |
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| 64 | { |
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| 65 | this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); |
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[4826] | 66 | |
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[4951] | 67 | this->parent = NULL; |
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| 68 | |
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| 69 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 70 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 71 | this->configs[i][j] = NULL; |
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| 72 | |
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| 73 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4833] | 74 | { |
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[4959] | 75 | this->currentSlotConfig[i].capability = WTYPE_ALL; |
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[4951] | 76 | this->currentSlotConfig[i].currentWeapon = NULL; |
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| 77 | this->currentSlotConfig[i].nextWeapon = NULL; |
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[4992] | 78 | |
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| 79 | // NAMING |
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| 80 | char* tmpName; |
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| 81 | if (this->getName()) |
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| 82 | { |
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| 83 | tmpName = new char[strlen(this->getName()) + 10]; |
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| 84 | sprintf(tmpName, "%s_slot%d", this->getName(), i); |
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| 85 | } |
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| 86 | else |
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| 87 | { |
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| 88 | tmpName = new char[30]; |
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| 89 | sprintf(tmpName, "WeaponMan_slot%d", i); |
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| 90 | } |
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| 91 | this->currentSlotConfig[i].position.setName(tmpName); |
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[6056] | 92 | this->currentSlotConfig[i].position.deactivateNode(); |
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[5208] | 93 | delete[] tmpName; |
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[4833] | 94 | } |
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[4895] | 95 | |
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[4951] | 96 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
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| 97 | this->availiableWeapons[i] = NULL; |
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[4895] | 98 | |
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| 99 | |
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[4951] | 100 | this->currentConfigID = 0; |
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| 101 | this->slotCount = 2; |
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| 102 | this->weaponChange; |
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[4895] | 103 | |
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[4951] | 104 | // CROSSHAIR INITIALISATION |
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[4834] | 105 | this->crosshair = new Crosshair(); |
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[4837] | 106 | |
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| 107 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
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| 108 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
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| 109 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
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| 110 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
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| 111 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
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[4834] | 112 | } |
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[4833] | 113 | |
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[4834] | 114 | /** |
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[4837] | 115 | * loads the settings of the WeaponManager |
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[4834] | 116 | * @param root the XML-element to load from |
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| 117 | */ |
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| 118 | void WeaponManager::loadParams(const TiXmlElement* root) |
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| 119 | { |
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[6512] | 120 | BaseObject::loadParams(root); |
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[4972] | 121 | |
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[5671] | 122 | LoadParam(root, "slot-count", this, WeaponManager, setSlotCount) |
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[4834] | 123 | .describe("how many slots(cannons) the WeaponManager can handle"); |
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| 124 | |
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[5644] | 125 | LOAD_PARAM_START_CYCLE(root, element); |
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[5654] | 126 | { |
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| 127 | // CHECK IF THIS WORKS.... |
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| 128 | LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) |
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| 129 | .describe("loads Weapons"); |
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| 130 | } |
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[5644] | 131 | LOAD_PARAM_END_CYCLE(element); |
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[4833] | 132 | } |
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| 133 | |
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[4826] | 134 | /** |
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[4834] | 135 | * loads a Weapon onto the WeaponManager |
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| 136 | * @param root the XML-element to load the Weapons from |
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| 137 | */ |
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| 138 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
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| 139 | { |
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[5644] | 140 | LOAD_PARAM_START_CYCLE(root, element); |
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[4834] | 141 | |
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[5982] | 142 | Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element)); |
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[5653] | 143 | /// @todo implement this !! |
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[4834] | 144 | |
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| 145 | |
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[5644] | 146 | LOAD_PARAM_END_CYCLE(element); |
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[4834] | 147 | } |
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| 148 | |
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[4992] | 149 | /** |
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| 150 | * sets the Parent of the WeaponManager. |
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| 151 | * @param parent the parent of the WeaponManager |
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| 152 | * |
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| 153 | * this is used, to identify to which ship/man/whatever this WeaponManager is connected. |
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| 154 | * also all the Slots will be subconnected to this parent. |
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[5435] | 155 | * |
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| 156 | * The reason this function exists is that the WeaponManager is neither a WorldEntity nor |
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| 157 | * a PNode. |
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[4992] | 158 | */ |
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[6142] | 159 | void WeaponManager::setParent(WorldEntity* parent) |
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[4953] | 160 | { |
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| 161 | this->parent = parent; |
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| 162 | if (this->parent != NULL) |
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| 163 | { |
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| 164 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 165 | this->parent->addChild(&this->currentSlotConfig[i].position); |
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| 166 | } |
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| 167 | } |
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| 168 | |
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[4834] | 169 | /** |
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| 170 | * sets the number of Slots the WeaponManager has |
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[4926] | 171 | * @param slotCount the number of slots |
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[4834] | 172 | */ |
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[4951] | 173 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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[4834] | 174 | { |
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[4951] | 175 | if (slotCount <= WM_MAX_SLOTS) |
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| 176 | this->slotCount = slotCount; |
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| 177 | else |
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| 178 | this->slotCount = WM_MAX_SLOTS; |
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[4834] | 179 | } |
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| 180 | |
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[4972] | 181 | |
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| 182 | /** |
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| 183 | * sets the position of the Slot relative to the parent |
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| 184 | * @param slot the slot to set-up |
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| 185 | * @param position the position of the given slot |
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| 186 | */ |
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[4953] | 187 | void WeaponManager::setSlotPosition(int slot, const Vector& position) |
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| 188 | { |
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| 189 | if (slot < this->slotCount) |
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| 190 | this->currentSlotConfig[slot].position.setRelCoor(position); |
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| 191 | } |
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| 192 | |
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[4972] | 193 | |
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| 194 | /** |
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| 195 | * sets the relative rotation of the slot to its parent |
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| 196 | * @param slot the slot to set-up |
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| 197 | * @param rotation the relative rotation of the given slot |
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| 198 | */ |
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[4969] | 199 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
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| 200 | { |
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| 201 | if (slot < this->slotCount) |
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| 202 | this->currentSlotConfig[slot].position.setRelDir(rotation); |
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| 203 | } |
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| 204 | |
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| 205 | |
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[4834] | 206 | /** |
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[4832] | 207 | * adds a weapon to the selected weaponconfiguration into the selected slot |
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[4972] | 208 | * @param weapon the weapon to add |
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| 209 | * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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| 210 | * @param slotID an identifier for the weapon configuration, number between 0..3 |
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[4832] | 211 | * |
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| 212 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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[4906] | 213 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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[4832] | 214 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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| 215 | * a error message. |
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[4826] | 216 | */ |
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[6561] | 217 | bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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[4826] | 218 | { |
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[6693] | 219 | assert(weapon != NULL); |
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| 220 | |
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[4951] | 221 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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[4826] | 222 | { |
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[6693] | 223 | 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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| 224 | if (configID >= WM_MAX_CONFIGS) |
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| 225 | configID = -1; |
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| 226 | if (slotID >= (int)this->slotCount) |
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| 227 | slotID = -1; |
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| 228 | } |
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| 229 | // if no ConfigID is supplied set to Current Config. |
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| 230 | if (configID <= -1) |
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| 231 | configID = this->currentConfigID; |
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| 232 | // |
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| 233 | if (configID > -1 && slotID == -1) |
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| 234 | { |
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| 235 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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| 236 | if (slotID == -1) |
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| 237 | configID = -1; |
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| 238 | } |
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| 239 | |
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| 240 | if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL) |
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| 241 | { |
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| 242 | PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName()); |
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[6561] | 243 | return false; |
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[4951] | 244 | } |
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| 245 | |
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[6693] | 246 | if (slotID <= -1) // WM_FREE_SLOT |
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[4951] | 247 | { |
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[5441] | 248 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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[4951] | 249 | if( slotID < 0 || slotID >= this->slotCount) |
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[4826] | 250 | { |
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[5441] | 251 | PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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[6561] | 252 | return false; |
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[4826] | 253 | } |
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| 254 | } |
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[4953] | 255 | |
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[5441] | 256 | if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) && |
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| 257 | this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS) |
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| 258 | { |
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| 259 | PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", |
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| 260 | slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability); |
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[6561] | 261 | return false; |
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[5441] | 262 | } |
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| 263 | |
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[4953] | 264 | //! @todo check if the weapon is already assigned to another config in another slot |
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[6693] | 265 | assert(this->configs[configID][slotID] == NULL); |
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| 266 | |
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[4951] | 267 | this->configs[configID][slotID] = weapon; |
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[6693] | 268 | weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType())); |
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[4953] | 269 | if (this->parent != NULL) |
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[6142] | 270 | { |
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| 271 | this->parent->addChild(weapon); |
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| 272 | } |
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[6693] | 273 | PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID); |
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[6561] | 274 | return true; |
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[4826] | 275 | } |
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| 276 | |
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[4834] | 277 | /** |
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[4954] | 278 | * sets the capabilities of a Slot |
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| 279 | * @param slot the slot to set the capability |
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| 280 | * @param slotCapability the capability @see WM_SlotCapability |
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| 281 | */ |
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| 282 | void WeaponManager::setSlotCapability(int slot, long slotCapability) |
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| 283 | { |
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| 284 | if (slot > slotCount) |
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| 285 | return; |
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| 286 | this->currentSlotConfig[slot].capability = slotCapability; |
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| 287 | } |
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| 288 | |
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| 289 | |
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| 290 | /** |
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[4834] | 291 | * removes a Weapon from the WeaponManager |
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[4954] | 292 | * |
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| 293 | * !! The weapon must be inactive before you can delete it, !! |
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| 294 | * !! because it will still be deactivated (if it is selected) !! |
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[4834] | 295 | */ |
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[4826] | 296 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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| 297 | { |
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[4954] | 298 | if (weapon == NULL) |
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| 299 | return; |
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| 300 | if (configID < 0) |
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| 301 | { |
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| 302 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 303 | { |
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| 304 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 305 | { |
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| 306 | if (this->configs[i][j] == weapon) |
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| 307 | this->configs[i][j] = NULL; |
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| 308 | } |
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| 309 | if (this->currentSlotConfig[j].currentWeapon == weapon) |
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| 310 | { |
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| 311 | this->currentSlotConfig[j].nextWeapon = NULL; |
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| 312 | } |
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| 313 | } |
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| 314 | } |
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[4826] | 315 | } |
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| 316 | |
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| 317 | |
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| 318 | /** |
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[4832] | 319 | * changes to the next weapon configuration |
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[4826] | 320 | */ |
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[4954] | 321 | void WeaponManager::nextWeaponConfig() |
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[4826] | 322 | { |
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[4951] | 323 | ++this->currentConfigID; |
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| 324 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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| 325 | this->currentConfigID = 0; |
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[4952] | 326 | this->changeWeaponConfig(this->currentConfigID); |
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| 327 | } |
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[4826] | 328 | |
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[4953] | 329 | /** |
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| 330 | * changes to the previous configuration |
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| 331 | */ |
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[4952] | 332 | void WeaponManager::previousWeaponConfig() |
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| 333 | { |
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| 334 | --this->currentConfigID; |
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| 335 | if (this->currentConfigID < 0) |
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| 336 | this->currentConfigID = WM_MAX_CONFIGS -1; |
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| 337 | this->changeWeaponConfig(this->currentConfigID); |
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| 338 | } |
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| 339 | |
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[4953] | 340 | /** |
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| 341 | * change to a desired configuration |
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| 342 | * @param weaponConfig the configuration to jump to. |
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| 343 | */ |
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[4952] | 344 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
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| 345 | { |
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| 346 | this->currentConfigID = weaponConfig; |
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| 347 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
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[4951] | 348 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4826] | 349 | { |
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[4951] | 350 | this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; |
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[4953] | 351 | if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon) |
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| 352 | { |
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| 353 | if (this->currentSlotConfig[i].currentWeapon != NULL) |
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| 354 | (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE)); |
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| 355 | if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive()) |
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| 356 | this->currentSlotConfig[i].nextWeapon = NULL; |
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| 357 | } |
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[4951] | 358 | } |
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[4826] | 359 | } |
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| 360 | |
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| 361 | |
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| 362 | /** |
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[4832] | 363 | * triggers fire of all weapons in the current weaponconfig |
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[4826] | 364 | */ |
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[4832] | 365 | void WeaponManager::fire() |
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[4826] | 366 | { |
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| 367 | Weapon* firingWeapon; |
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[4951] | 368 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 369 | { |
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[4951] | 370 | firingWeapon = this->currentSlotConfig[i].currentWeapon; |
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[4885] | 371 | if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); |
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[4826] | 372 | } |
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[4837] | 373 | this->crosshair->setRotationSpeed(500); |
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| 374 | this->crossHairSizeAnim->replay(); |
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[4826] | 375 | } |
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| 376 | |
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| 377 | |
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| 378 | /** |
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[4832] | 379 | * triggers tick of all weapons in the current weaponconfig |
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| 380 | * @param second passed since last tick |
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[4826] | 381 | */ |
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[4833] | 382 | void WeaponManager::tick(float dt) |
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[4826] | 383 | { |
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[4951] | 384 | Weapon* tickWeapon; |
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| 385 | |
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| 386 | // all weapons |
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| 387 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 388 | { |
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[4951] | 389 | |
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| 390 | tickWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 391 | if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures |
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| 392 | { |
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| 393 | if (tickWeapon != NULL && tickWeapon->isActive()) |
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| 394 | { |
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| 395 | tickWeapon->requestAction(WA_DEACTIVATE); |
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| 396 | } |
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| 397 | else |
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| 398 | { |
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[6142] | 399 | if (this->currentSlotConfig[i].currentWeapon != NULL) |
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| 400 | this->currentSlotConfig[i].currentWeapon->toList(OM_NULL); |
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[4951] | 401 | tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; |
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| 402 | if (tickWeapon != NULL) |
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[4953] | 403 | { |
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[4951] | 404 | tickWeapon->requestAction(WA_ACTIVATE); |
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[4953] | 405 | tickWeapon->setParent(&this->currentSlotConfig[i].position); |
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[6142] | 406 | tickWeapon->toList(this->parent->getOMListNumber()); |
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[6055] | 407 | this->currentSlotConfig[i].position.activateNode(); |
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[6568] | 408 | if (this->parent->isA(CL_PLAYABLE)) |
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| 409 | { |
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| 410 | dynamic_cast<Playable*>(this->parent)->weaponConfigChanged(); |
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| 411 | } |
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[4953] | 412 | } |
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[6055] | 413 | else |
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| 414 | this->currentSlotConfig[i].position.deactivateNode(); |
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[4951] | 415 | } |
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| 416 | } |
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| 417 | |
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| 418 | if( tickWeapon != NULL && tickWeapon->isActive()) |
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[6439] | 419 | tickWeapon->tickW(dt); |
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[4826] | 420 | } |
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[4834] | 421 | |
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| 422 | crosshair->setRotationSpeed(5); |
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[4826] | 423 | } |
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| 424 | |
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| 425 | |
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| 426 | /** |
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[4832] | 427 | * triggers draw of all weapons in the current weaponconfig |
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[4826] | 428 | */ |
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[4951] | 429 | void WeaponManager::draw() const |
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[4826] | 430 | { |
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[4951] | 431 | Weapon* drawWeapon; |
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| 432 | for (int i = 0; i < this->slotCount; i++) |
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[4826] | 433 | { |
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[4951] | 434 | drawWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 435 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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| 436 | drawWeapon->draw(); |
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[4826] | 437 | } |
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| 438 | } |
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| 439 | |
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| 440 | |
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| 441 | /** |
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[4832] | 442 | * private gets the next free slot in a certain weaponconfig |
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[6693] | 443 | * @param the selected weaponconfig -1 if none found |
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[4826] | 444 | */ |
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[5440] | 445 | int WeaponManager::getNextFreeSlot(int configID, long capability) |
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[4826] | 446 | { |
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[6693] | 447 | if (configID == -1) |
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[4826] | 448 | { |
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[6693] | 449 | for (configID = 0; configID < WM_MAX_CONFIGS; configID++) |
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| 450 | for( int i = 0; i < this->slotCount; ++i) |
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| 451 | { |
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| 452 | if( this->configs[configID][i] == NULL && |
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| 453 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && |
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| 454 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) |
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| 455 | return i; |
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| 456 | } |
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[4826] | 457 | } |
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[6693] | 458 | else |
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| 459 | { |
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| 460 | for( int i = 0; i < this->slotCount; ++i) |
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| 461 | { |
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| 462 | if( this->configs[configID][i] == NULL && |
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| 463 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && |
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| 464 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) |
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| 465 | return i; |
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| 466 | } |
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| 467 | } |
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[4826] | 468 | return -1; |
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| 469 | } |
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| 470 | |
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[6693] | 471 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType) |
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| 472 | { |
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| 473 | for (unsigned int i = 0; i < this->ammo.size(); i++) |
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| 474 | { |
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| 475 | if (this->ammo[i]->getProjectileType() == projectileType) |
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| 476 | return this->ammo[i]; |
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| 477 | } |
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| 478 | this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType))); |
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| 479 | return this->ammo.back(); |
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| 480 | } |
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[4951] | 481 | |
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| 482 | |
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[4953] | 483 | /** |
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| 484 | * outputs some nice debug information about the WeaponManager |
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| 485 | */ |
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[4951] | 486 | void WeaponManager::debug() const |
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| 487 | { |
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| 488 | PRINT(3)("WeaponManager Debug Information\n"); |
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| 489 | PRINT(3)("-------------------------------\n"); |
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| 490 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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| 491 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 492 | { |
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| 493 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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| 494 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 495 | { |
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| 496 | if (this->configs[i][j] != NULL) |
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| 497 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); |
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| 498 | } |
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| 499 | } |
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| 500 | } |
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