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source: orxonox.OLD/branches/network/src/world_entities/weapons/weapon_manager.cc @ 6708

Last change on this file since 6708 was 6708, checked in by rennerc, 18 years ago

disabling weapon manger
M src/world_entities/weapons/weapon_manager.cc

File size: 13.9 KB
Line 
1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific
13   main-programmer: Patrick Boenzli
14   co-programmer: Benjamin Grauer
15
16   2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons.
17*/
18
19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
21#include "weapon_manager.h"
22#include "weapon.h"
23#include "crosshair.h"
24
25#include "playable.h"
26
27#include "load_param.h"
28#include "factory.h"
29
30#include "t_animation.h"
31
32using namespace std;
33
34
35/**
36 * @brief this initializes the weaponManager for a given nnumber of weapon slots
37 * @param number of weapon slots of the model/ship <= 8 (limitied)
38 */
39WeaponManager::WeaponManager(WorldEntity* parent)
40{
41  this->init();
42  this->setParent(parent);
43}
44
45WeaponManager::WeaponManager(const TiXmlElement* root)
46{
47  this->init();
48  this->loadParams(root);
49}
50
51/**
52 * @brief Destroys a WeaponManager
53 */
54WeaponManager::~WeaponManager()
55{
56  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
57  //delete this->crosshair;
58}
59
60/**
61 * @brief initializes the WeaponManager
62 */
63void WeaponManager::init()
64{
65  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
66
67  this->parent = NULL;
68
69  for (int i = 0; i < WM_MAX_CONFIGS; i++)
70    for (int j = 0; j < WM_MAX_SLOTS; j++)
71      this->configs[i][j] = NULL;
72
73  for (int i = 0; i < WM_MAX_SLOTS; i++)
74  {
75    this->currentSlotConfig[i].capability = WTYPE_ALL;
76    this->currentSlotConfig[i].currentWeapon = NULL;
77    this->currentSlotConfig[i].nextWeapon = NULL;
78
79    // NAMING
80    char* tmpName;
81    if (this->getName())
82    {
83      tmpName = new char[strlen(this->getName()) + 10];
84      sprintf(tmpName, "%s_slot%d", this->getName(), i);
85    }
86    else
87    {
88      tmpName = new char[30];
89      sprintf(tmpName, "WeaponMan_slot%d", i);
90    }
91    this->currentSlotConfig[i].position.setName(tmpName);
92    this->currentSlotConfig[i].position.deactivateNode();
93    delete[] tmpName;
94  }
95
96  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
97    this->availiableWeapons[i] = NULL;
98
99
100  this->currentConfigID = 0;
101  this->slotCount = 2;
102  this->weaponChange;
103
104  // CROSSHAIR INITIALISATION
105  this->crosshair = new Crosshair();
106
107  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
108  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
109  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
110  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
111  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
112}
113
114/**
115 * loads the settings of the WeaponManager
116 * @param root the XML-element to load from
117 */
118void WeaponManager::loadParams(const TiXmlElement* root)
119{
120  BaseObject::loadParams(root);
121
122  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
123      .describe("how many slots(cannons) the WeaponManager can handle");
124
125  LOAD_PARAM_START_CYCLE(root, element);
126  {
127    // CHECK IF THIS WORKS....
128    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
129        .describe("loads Weapons");
130  }
131  LOAD_PARAM_END_CYCLE(element);
132}
133
134/**
135 * loads a Weapon onto the WeaponManager
136 * @param root the XML-element to load the Weapons from
137 */
138void WeaponManager::loadWeapons(const TiXmlElement* root)
139{
140  LOAD_PARAM_START_CYCLE(root, element);
141
142  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element));
143  /// @todo implement this !!
144
145
146  LOAD_PARAM_END_CYCLE(element);
147}
148
149/**
150 * sets the Parent of the WeaponManager.
151 * @param parent the parent of the WeaponManager
152 *
153 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
154 * also all the Slots will be subconnected to this parent.
155 *
156 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
157 * a PNode.
158 */
159void WeaponManager::setParent(WorldEntity* parent)
160{
161  this->parent = parent;
162  if (this->parent != NULL)
163  {
164    for (int i = 0; i < WM_MAX_SLOTS; i++)
165      this->parent->addChild(&this->currentSlotConfig[i].position);
166  }
167}
168
169/**
170 * sets the number of Slots the WeaponManager has
171 * @param slotCount the number of slots
172 */
173void WeaponManager::setSlotCount(unsigned int slotCount)
174{
175  if (slotCount <= WM_MAX_SLOTS)
176    this->slotCount = slotCount;
177  else
178    this->slotCount = WM_MAX_SLOTS;
179}
180
181
182/**
183 * sets the position of the Slot relative to the parent
184 * @param slot the slot to set-up
185 * @param position the position of the given slot
186 */
187void WeaponManager::setSlotPosition(int slot, const Vector& position)
188{
189  if (slot < this->slotCount)
190    this->currentSlotConfig[slot].position.setRelCoor(position);
191}
192
193
194/**
195 * sets the relative rotation of the slot to its parent
196 * @param slot the slot to set-up
197 * @param rotation the relative rotation of the given slot
198 */
199void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
200{
201  if (slot < this->slotCount)
202    this->currentSlotConfig[slot].position.setRelDir(rotation);
203}
204
205
206/**
207 * adds a weapon to the selected weaponconfiguration into the selected slot
208 * @param weapon the weapon to add
209 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
210 * @param slotID an identifier for the weapon configuration, number between 0..3
211 *
212 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
213 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
214 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
215 * a error message.
216 */
217bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
218{
219  //if ( weapon == NULL )
220    return false;
221
222  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
223  {
224    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount);
225    if (configID >= WM_MAX_CONFIGS)
226      configID = -1;
227    if (slotID >= (int)this->slotCount)
228      slotID = -1;
229  }
230  // if no ConfigID is supplied set to Current Config.
231  if (configID <= -1)
232    configID = this->currentConfigID;
233  //
234  if (configID > -1 && slotID == -1)
235  {
236    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
237    if (slotID == -1)
238      configID = -1;
239  }
240
241  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
242  {
243    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName());
244    return false;
245  }
246
247  if (slotID <= -1) // WM_FREE_SLOT
248  {
249    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
250    if( slotID < 0 || slotID >= this->slotCount)
251    {
252      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
253      return false;
254    }
255  }
256
257  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
258        this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
259  {
260    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
261              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
262    return false;
263  }
264
265  //! @todo check if the weapon is already assigned to another config in another slot
266  assert(this->configs[configID][slotID] == NULL);
267
268  this->configs[configID][slotID] = weapon;
269  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
270  if (this->parent != NULL)
271  {
272    this->parent->addChild(weapon);
273  }
274  PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID);
275  return true;
276}
277
278/**
279 * sets the capabilities of a Slot
280 * @param slot the slot to set the capability
281 * @param slotCapability the capability @see WM_SlotCapability
282 */
283void WeaponManager::setSlotCapability(int slot, long slotCapability)
284{
285  if (slot > slotCount)
286    return;
287  this->currentSlotConfig[slot].capability = slotCapability;
288}
289
290
291/**
292 * removes a Weapon from the WeaponManager
293 *
294 * !! The weapon must be inactive before you can delete it,    !!
295 * !! because it will still be deactivated (if it is selected) !!
296 */
297void WeaponManager::removeWeapon(Weapon* weapon, int configID)
298{
299  if (weapon == NULL)
300    return;
301  if (configID < 0)
302  {
303    for (int j = 0; j < WM_MAX_SLOTS; j++)
304    {
305      for (int i = 0; i < WM_MAX_CONFIGS; i++)
306      {
307        if (this->configs[i][j] == weapon)
308          this->configs[i][j] = NULL;
309      }
310      if (this->currentSlotConfig[j].currentWeapon == weapon)
311      {
312        this->currentSlotConfig[j].nextWeapon = NULL;
313      }
314    }
315  }
316}
317
318
319/**
320 * changes to the next weapon configuration
321 */
322void WeaponManager::nextWeaponConfig()
323{
324  ++this->currentConfigID;
325  if (this->currentConfigID >= WM_MAX_CONFIGS)
326    this->currentConfigID = 0;
327  this->changeWeaponConfig(this->currentConfigID);
328}
329
330/**
331 * changes to the previous configuration
332 */
333void WeaponManager::previousWeaponConfig()
334{
335  --this->currentConfigID;
336  if (this->currentConfigID < 0)
337    this->currentConfigID = WM_MAX_CONFIGS -1;
338  this->changeWeaponConfig(this->currentConfigID);
339}
340
341/**
342 * change to a desired configuration
343 * @param weaponConfig the configuration to jump to.
344 */
345void WeaponManager::changeWeaponConfig(int weaponConfig)
346{
347  this->currentConfigID = weaponConfig;
348  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
349  for (int i = 0; i < WM_MAX_SLOTS; i++)
350  {
351    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
352    if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon)
353    {
354      if (this->currentSlotConfig[i].currentWeapon != NULL)
355        (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE));
356      if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive())
357        this->currentSlotConfig[i].nextWeapon = NULL;
358    }
359  }
360}
361
362
363/**
364 * triggers fire of all weapons in the current weaponconfig
365 */
366void WeaponManager::fire()
367{
368  Weapon* firingWeapon;
369  for(int i = 0; i < this->slotCount; i++)
370  {
371    firingWeapon = this->currentSlotConfig[i].currentWeapon;
372    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
373  }
374  this->crosshair->setRotationSpeed(500);
375  this->crossHairSizeAnim->replay();
376}
377
378
379/**
380 * triggers tick of all weapons in the current weaponconfig
381 * @param second passed since last tick
382 */
383void WeaponManager::tick(float dt)
384{
385  Weapon* tickWeapon;
386
387  // all weapons
388  for(int i = 0; i < this->slotCount; i++)
389  {
390
391    tickWeapon = this->currentSlotConfig[i].currentWeapon;
392    if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures
393    {
394      if (tickWeapon != NULL && tickWeapon->isActive())
395      {
396        tickWeapon->requestAction(WA_DEACTIVATE);
397      }
398      else
399      {
400        if (this->currentSlotConfig[i].currentWeapon != NULL)
401          this->currentSlotConfig[i].currentWeapon->toList(OM_NULL);
402        tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
403        if (tickWeapon != NULL)
404        {
405          tickWeapon->requestAction(WA_ACTIVATE);
406          tickWeapon->setParent(&this->currentSlotConfig[i].position);
407          tickWeapon->toList(this->parent->getOMListNumber());
408          this->currentSlotConfig[i].position.activateNode();
409          if (this->parent->isA(CL_PLAYABLE))
410          {
411            dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
412          }
413        }
414        else
415          this->currentSlotConfig[i].position.deactivateNode();
416      }
417    }
418
419    if( tickWeapon != NULL && tickWeapon->isActive())
420      tickWeapon->tickW(dt);
421  }
422
423  crosshair->setRotationSpeed(5);
424}
425
426
427/**
428 * triggers draw of all weapons in the current weaponconfig
429 */
430void WeaponManager::draw() const
431{
432  Weapon* drawWeapon;
433  for (int i = 0; i < this->slotCount; i++)
434  {
435    drawWeapon = this->currentSlotConfig[i].currentWeapon;
436    if( drawWeapon != NULL && drawWeapon->isVisible())
437      drawWeapon->draw();
438  }
439}
440
441
442/**
443 * private gets the next free slot in a certain weaponconfig
444 * @param the selected weaponconfig -1 if none found
445 */
446int WeaponManager::getNextFreeSlot(int configID, long capability)
447{
448  if (configID == -1)
449  {
450    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
451      for( int i = 0; i < this->slotCount; ++i)
452      {
453        if( this->configs[configID][i] == NULL &&
454            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
455            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
456          return i;
457    }
458  }
459  else
460  {
461    for( int i = 0; i < this->slotCount; ++i)
462    {
463      if( this->configs[configID][i] == NULL &&
464          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
465          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
466        return i;
467    }
468  }
469  return -1;
470}
471
472CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType)
473{
474  for (unsigned int i = 0; i < this->ammo.size(); i++)
475  {
476    if (this->ammo[i]->getProjectileType() == projectileType)
477      return this->ammo[i];
478  }
479  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
480  return this->ammo.back();
481}
482
483
484/**
485 * outputs some nice debug information about the WeaponManager
486 */
487void WeaponManager::debug() const
488{
489  PRINT(3)("WeaponManager Debug Information\n");
490  PRINT(3)("-------------------------------\n");
491  PRINT(3)("current Config is %d\n", this->currentConfigID);
492  for (int i = 0; i < WM_MAX_CONFIGS; i++)
493  {
494    PRINT(3)("Listing Weapons in Configuration %d\n", i);
495    for (int j = 0; j < WM_MAX_SLOTS; j++)
496    {
497      if (this->configs[i][j] != NULL)
498        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
499    }
500  }
501}
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