| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: Benjamin Grauer |
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| 14 | |
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| 15 | 2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. |
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| 16 | 2007-01-28: Patrick Boenzli: loadable slots |
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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 "weapon_slot.h" |
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| 24 | #include "crosshair.h" |
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| 25 | |
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| 26 | #include "playable.h" |
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| 27 | |
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| 28 | #include "util/loading/load_param_xml.h" |
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| 29 | #include "util/loading/factory.h" |
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| 30 | |
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| 31 | #include "t_animation.h" |
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| 32 | |
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| 33 | |
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| 34 | ObjectListDefinition(WeaponManager); |
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| 35 | /** |
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| 36 | * @brief this initializes the weaponManager for a given nnumber of weapon slots |
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| 37 | * @param number of weapon slots of the model/ship <= 10 (limitied) |
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| 38 | */ |
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| 39 | WeaponManager::WeaponManager(WorldEntity* parent) |
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| 40 | { |
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| 41 | this->init(); |
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| 42 | this->setParentEntity(parent); |
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| 43 | |
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| 44 | assert (parent != NULL); |
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| 45 | } |
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| 46 | |
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| 47 | WeaponManager::WeaponManager(const TiXmlElement* root) |
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| 48 | { |
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| 49 | this->init(); |
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| 50 | this->loadParams(root); |
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| 51 | } |
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| 52 | |
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| 53 | /** |
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| 54 | * @brief Destroys a WeaponManager |
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| 55 | */ |
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| 56 | WeaponManager::~WeaponManager() |
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| 57 | { |
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| 58 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
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| 59 | // rennerc: crosshair seems not to delete itselve |
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| 60 | //if (Crosshair::objectList().exists(this->crosshair)) |
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| 61 | // delete this->crosshair; |
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| 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | * @brief initializes the WeaponManager |
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| 66 | */ |
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| 67 | void WeaponManager::init() |
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| 68 | { |
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| 69 | this->registerObject(this, WeaponManager::_objectList); |
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| 70 | |
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| 71 | this->parentNode = NULL; |
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| 72 | this->parentEntity = NULL; |
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| 73 | |
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| 74 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 75 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 76 | this->configs[i][j] = NULL; |
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| 77 | |
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| 78 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 79 | { |
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| 80 | this->currentSlotConfig[i] = new WeaponSlot(); |
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| 81 | this->currentSlotConfig[i]->setCapability(WTYPE_ALL); |
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| 82 | this->currentSlotConfig[i]->setCurrentWeapon(NULL); |
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| 83 | this->currentSlotConfig[i]->setNextWeapon(NULL); |
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| 84 | |
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| 85 | // NAMING |
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| 86 | char* tmpName; |
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| 87 | if (!this->getName().empty()) |
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| 88 | { |
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| 89 | tmpName = new char[this->getName().size() + 10]; |
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| 90 | sprintf(tmpName, "%s_slot%d", this->getCName(), i); |
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| 91 | } |
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| 92 | else |
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| 93 | { |
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| 94 | tmpName = new char[30]; |
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| 95 | sprintf(tmpName, "WeaponMan_slot%d", i); |
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| 96 | } |
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| 97 | this->currentSlotConfig[i]->setName(tmpName); |
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| 98 | this->currentSlotConfig[i]->deactivateNode(); |
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| 99 | delete[] tmpName; |
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| 100 | } |
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| 101 | |
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| 102 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
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| 103 | this->availiableWeapons[i] = NULL; |
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| 104 | |
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| 105 | |
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| 106 | this->currentConfigID = 0; |
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| 107 | this->slotCount = WM_MAX_SLOTS; |
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| 108 | //this->weaponChange; |
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| 109 | |
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| 110 | // CROSSHAIR INITIALISATION |
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| 111 | this->crosshair = new Crosshair(); |
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| 112 | //this->crosshair->setRelCoor(1000,0,0); |
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| 113 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
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| 114 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
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| 115 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
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| 116 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
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| 117 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
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| 118 | |
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| 119 | this->hideCrosshair(); |
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| 120 | |
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| 121 | this->bFire = false; |
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| 122 | } |
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| 123 | |
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| 124 | void WeaponManager::showCrosshair() |
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| 125 | { |
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| 126 | if (this->crosshair) |
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| 127 | this->crosshair->setVisibility( true); |
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| 128 | } |
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| 129 | |
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| 130 | void WeaponManager::hideCrosshair() |
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| 131 | { |
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| 132 | if (this->crosshair) |
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| 133 | this->crosshair->setVisibility( false); |
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| 134 | } |
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| 135 | |
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| 136 | void WeaponManager::setRotationSpeed(float speed) |
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| 137 | { |
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| 138 | this->crosshair->setRotationSpeed(speed); |
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| 139 | } |
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| 140 | |
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| 141 | /** |
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| 142 | * @brief loads the settings of the WeaponManager |
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| 143 | * @param root the XML-element to load from |
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| 144 | */ |
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| 145 | void WeaponManager::loadParams(const TiXmlElement* root) |
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| 146 | { |
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| 147 | BaseObject::loadParams(root); |
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| 148 | |
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| 149 | LoadParam(root, "slotCount", this, WeaponManager, setSlotCount) |
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| 150 | .describe("how many slots(cannons) the WeaponManager can handle"); |
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| 151 | |
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| 152 | |
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| 153 | LOAD_PARAM_START_CYCLE(root, element); |
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| 154 | { |
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| 155 | // CHECK IF THIS WORKS.... |
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| 156 | LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) |
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| 157 | .describe("loads Weapons"); |
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| 158 | } |
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| 159 | LOAD_PARAM_END_CYCLE(element); |
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| 160 | |
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| 161 | |
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| 162 | } |
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| 163 | |
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| 164 | /** |
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| 165 | * @brief loads a Weapon onto the WeaponManager |
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| 166 | * @param root the XML-element to load the Weapons from |
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| 167 | */ |
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| 168 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
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| 169 | { |
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| 170 | LOAD_PARAM_START_CYCLE(root, element); |
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| 171 | |
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| 172 | BaseObject* object = Factory::fabricate(element); |
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| 173 | if (object != NULL) |
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| 174 | { |
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| 175 | Weapon* newWeapon = dynamic_cast<Weapon*>(object); |
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| 176 | if (newWeapon == NULL) |
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| 177 | delete object; |
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| 178 | } |
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| 179 | LOAD_PARAM_END_CYCLE(element); |
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| 180 | } |
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| 181 | |
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| 182 | /** |
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| 183 | * @brief sets the Parent of the WeaponManager. |
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| 184 | * @param parent the parent of the WeaponManager |
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| 185 | * |
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| 186 | * this is used, to identify to which ship/man/whatever this WeaponManager is connected. |
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| 187 | * also all the Slots will be subconnected to this parent. |
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| 188 | * |
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| 189 | * The reason this function exists is that the WeaponManager is neither a WorldEntity nor |
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| 190 | * a PNode. |
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| 191 | */ |
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| 192 | void WeaponManager::setParentEntity(WorldEntity* parent) |
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| 193 | { |
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| 194 | this->parentEntity = parent; |
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| 195 | if (this->parentNode == NULL) |
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| 196 | this->setParentNode(parent); |
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| 197 | } |
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| 198 | |
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| 199 | |
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| 200 | void WeaponManager::setParentNode(PNode* parent) |
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| 201 | { |
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| 202 | this->parentNode = parent; |
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| 203 | assert(parent != NULL); |
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| 204 | |
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| 205 | if (this->parentNode != NULL) |
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| 206 | { |
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| 207 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 208 | this->parentNode->addChild(this->currentSlotConfig[i]); |
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| 209 | } |
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| 210 | |
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| 211 | } |
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| 212 | |
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| 213 | |
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| 214 | /** |
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| 215 | * @brief sets the number of Slots the WeaponManager has |
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| 216 | * @param slotCount the number of slots |
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| 217 | */ |
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| 218 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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| 219 | { |
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| 220 | if (slotCount <= WM_MAX_SLOTS) |
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| 221 | this->slotCount = slotCount; |
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| 222 | else |
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| 223 | this->slotCount = WM_MAX_SLOTS; |
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| 224 | } |
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| 225 | |
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| 226 | |
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| 227 | /** |
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| 228 | * @brief sets the position of the Slot relative to the parent |
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| 229 | * @param slot the slot to set-up |
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| 230 | * @param position the position of the given slot |
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| 231 | */ |
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| 232 | void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent) |
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| 233 | { |
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| 234 | if (slot < this->slotCount) |
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| 235 | { |
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| 236 | this->currentSlotConfig[slot]->setRelCoor(position); |
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| 237 | |
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| 238 | if (parent != NULL) |
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| 239 | this->currentSlotConfig[slot]->setParent(parent); |
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| 240 | } |
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| 241 | } |
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| 242 | |
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| 243 | |
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| 244 | /** |
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| 245 | * @brief sets the relative rotation of the slot to its parent |
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| 246 | * @param slot the slot to set-up |
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| 247 | * @param rotation the relative rotation of the given slot |
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| 248 | */ |
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| 249 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
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| 250 | { |
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| 251 | if (slot < this->slotCount) |
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| 252 | this->currentSlotConfig[slot]->setRelDir(rotation); |
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| 253 | } |
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| 254 | |
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| 255 | |
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| 256 | /** |
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| 257 | * @brief adds a weapon to the selected weaponconfiguration into the selected slot |
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| 258 | * @param weapon the weapon to add |
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| 259 | * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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| 260 | * @param slotID an identifier for the weapon configuration, number between 0..3 |
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| 261 | * |
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| 262 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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| 263 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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| 264 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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| 265 | * a error message. |
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| 266 | */ |
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| 267 | bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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| 268 | { |
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| 269 | if ( weapon == NULL ) |
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| 270 | return false; |
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| 271 | |
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| 272 | weapon->toList( this->parentEntity->getOMListNumber() ); |
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| 273 | |
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| 274 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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| 275 | { |
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| 276 | 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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| 277 | if (configID >= WM_MAX_CONFIGS) |
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| 278 | configID = -1; |
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| 279 | if (slotID >= (int)this->slotCount) |
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| 280 | slotID = -1; |
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| 281 | } |
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| 282 | // if no ConfigID is supplied set to Current Config. |
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| 283 | if (configID <= -1) |
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| 284 | configID = this->currentConfigID; |
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| 285 | // |
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| 286 | if (configID > -1 && slotID == -1) |
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| 287 | { |
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| 288 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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| 289 | if (slotID == -1) |
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| 290 | configID = -1; |
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| 291 | } |
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| 292 | |
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| 293 | if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL) |
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| 294 | { |
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| 295 | 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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| 296 | return false; |
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| 297 | } |
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| 298 | |
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| 299 | if (slotID <= -1) // WM_FREE_SLOT |
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| 300 | { |
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| 301 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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| 302 | if( slotID < 0 || slotID >= this->slotCount) |
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| 303 | { |
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| 304 | PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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| 305 | return false; |
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| 306 | } |
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| 307 | } |
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| 308 | |
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| 309 | if (!(this->currentSlotConfig[slotID]->getCapability() & weapon->getCapability() & WTYPE_ALLKINDS) && |
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| 310 | this->currentSlotConfig[slotID]->getCapability() & weapon->getCapability() & WTYPE_ALLDIRS) |
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| 311 | { |
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| 312 | PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", |
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| 313 | slotID, weapon->getCapability(), this->currentSlotConfig[slotID]->getCapability()); |
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| 314 | return false; |
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| 315 | } |
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| 316 | |
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| 317 | //! @todo check if the weapon is already assigned to another config in another slot |
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| 318 | if (this->configs[configID][slotID] != NULL) |
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| 319 | return false; |
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| 320 | |
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| 321 | this->configs[configID][slotID] = weapon; |
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| 322 | weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType())); |
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| 323 | if(configID == this->currentConfigID) |
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| 324 | this->currentSlotConfig[slotID]->setNextWeapon(weapon); |
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| 325 | //if (this->parent != NULL) |
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| 326 | { |
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| 327 | this->parentNode->addChild(weapon); |
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| 328 | if (this->parentEntity->isA(Playable::staticClassID())) |
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| 329 | dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); |
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| 330 | |
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| 331 | weapon->setDefaultTarget(this->crosshair); |
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| 332 | } |
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| 333 | 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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| 334 | return true; |
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| 335 | } |
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| 336 | |
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| 337 | /** |
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| 338 | * @brief increases the Energy of the WeaponContainer of type (projectileType) |
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| 339 | * @param projectileType the type of weapon to increase Energy from |
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| 340 | * @param ammo the ammo to increase |
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| 341 | */ |
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| 342 | float WeaponManager::increaseAmmunition(const ClassID& projectileType, float ammo) |
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| 343 | { |
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| 344 | return this->getAmmoContainer(projectileType)->increaseEnergy(ammo); |
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| 345 | } |
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| 346 | |
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| 347 | /** |
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| 348 | * @brief does the same as the funtion increaseAmmunition, added four your convenience |
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| 349 | * @param weapon, the Weapon to read the ammo-info about. |
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| 350 | * @param ammo how much ammo to add. |
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| 351 | */ |
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| 352 | float WeaponManager::increaseAmmunition(const Weapon* weapon, float ammo) |
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| 353 | { |
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| 354 | assert (weapon != NULL); |
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| 355 | return this->increaseAmmunition(weapon->getClassID(), ammo); |
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| 356 | |
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| 357 | } |
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| 358 | |
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| 359 | |
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| 360 | /** |
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| 361 | * sets the capabilities of a Slot |
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| 362 | * @param slot the slot to set the capability |
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| 363 | * @param slotCapability the capability @see WeaponSlotCapability |
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| 364 | */ |
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| 365 | void WeaponManager::setSlotCapability(int slot, unsigned long slotCapability) |
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| 366 | { |
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| 367 | if (slot > slotCount) |
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| 368 | return; |
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| 369 | this->currentSlotConfig[slot]->setCapability(slotCapability); |
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| 370 | } |
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| 371 | |
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| 372 | |
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| 373 | /** |
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| 374 | * removes a Weapon from the WeaponManager |
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| 375 | * |
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| 376 | * !! The weapon must be inactive before you can delete it, !! |
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| 377 | * !! because it will still be deactivated (if it is selected) !! |
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| 378 | */ |
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| 379 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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| 380 | { |
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| 381 | if (weapon == NULL) |
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| 382 | return; |
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| 383 | if (configID < 0) |
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| 384 | { |
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| 385 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 386 | { |
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| 387 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 388 | { |
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| 389 | if (this->configs[i][j] == weapon) |
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| 390 | this->configs[i][j] = NULL; |
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| 391 | } |
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| 392 | if (this->currentSlotConfig[j]->getCurrentWeapon() == weapon) |
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| 393 | { |
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| 394 | this->currentSlotConfig[j]->setNextWeapon(NULL); |
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| 395 | } |
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| 396 | } |
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| 397 | } |
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| 398 | } |
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| 399 | |
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| 400 | |
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| 401 | /** |
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| 402 | * changes to the next weapon configuration |
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| 403 | */ |
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| 404 | void WeaponManager::nextWeaponConfig() |
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| 405 | { |
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| 406 | ++this->currentConfigID; |
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| 407 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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| 408 | this->currentConfigID = 0; |
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| 409 | this->changeWeaponConfig(this->currentConfigID); |
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| 410 | } |
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| 411 | |
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| 412 | /** |
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| 413 | * changes to the previous configuration |
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| 414 | */ |
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| 415 | void WeaponManager::previousWeaponConfig() |
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| 416 | { |
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| 417 | --this->currentConfigID; |
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| 418 | if (this->currentConfigID < 0) |
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| 419 | this->currentConfigID = WM_MAX_CONFIGS -1; |
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| 420 | this->changeWeaponConfig(this->currentConfigID); |
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| 421 | } |
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| 422 | |
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| 423 | /** |
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| 424 | * change to a desired configuration |
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| 425 | * @param weaponConfig the configuration to jump to. |
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| 426 | */ |
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| 427 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
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| 428 | { |
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| 429 | this->currentConfigID = weaponConfig; |
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| 430 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
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| 431 | |
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| 432 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 433 | this->currentSlotConfig[i]->setNextWeapon(this->configs[currentConfigID][i]); |
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| 434 | } |
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| 435 | |
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| 436 | |
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| 437 | /** |
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| 438 | * triggers fire of all weapons in the current weaponconfig |
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| 439 | */ |
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| 440 | void WeaponManager::fire() |
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| 441 | { |
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| 442 | Weapon* firingWeapon; |
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| 443 | for(int i = 0; i < this->slotCount; i++) |
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| 444 | { |
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| 445 | // printf("%i ", i); |
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| 446 | firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
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| 447 | if( firingWeapon != NULL) |
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| 448 | { |
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| 449 | if( firingWeapon->getCurrentState() == WS_SHOOTING) continue; |
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| 450 | firingWeapon->requestAction(WA_SHOOT); |
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| 451 | } |
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| 452 | } |
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| 453 | // printf("\n"); |
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| 454 | /* |
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| 455 | this->crosshair->setRotationSpeed(500); |
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| 456 | this->crossHairSizeAnim->replay(); |
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| 457 | */ |
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| 458 | } |
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| 459 | |
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| 460 | /** |
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| 461 | * triggers release fire of all weapons in the current weaponconfig |
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| 462 | */ |
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| 463 | void WeaponManager::releaseFire() |
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| 464 | { |
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| 465 | Weapon* firingWeapon; |
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| 466 | for(int i = 0; i < this->slotCount; i++) |
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| 467 | { |
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| 468 | firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
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| 469 | if( firingWeapon != NULL) |
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| 470 | firingWeapon->requestAction(WA_NONE); |
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| 471 | } |
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| 472 | |
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| 473 | /* |
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| 474 | this->crosshair->setRotationSpeed(500); |
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| 475 | this->crossHairSizeAnim->replay(); |
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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 tick of all weapons in the current weaponconfig |
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| 481 | * @param second passed since last tick |
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| 482 | */ |
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| 483 | void WeaponManager::tick(float dt) |
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| 484 | { |
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| 485 | Weapon* tickWeapon; |
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| 486 | |
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| 487 | for(int i = 0; i < this->slotCount; i++) |
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| 488 | { |
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| 489 | |
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| 490 | //NICE LITTLE DEBUG FUNCTION |
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| 491 | /* if (this->currentSlotConfig[i]->currentWeapon != NULL || this->currentSlotConfig[i]->nextWeapon != NULL) |
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| 492 | printf("%p %p\n", this->currentSlotConfig[i]->currentWeapon, this->currentSlotConfig[i]->nextWeapon);*/ |
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| 493 | |
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| 494 | // current Weapon in Slot i |
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| 495 | tickWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
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| 496 | // On A change (current != next) |
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| 497 | if (tickWeapon != this->currentSlotConfig[i]->getNextWeapon()) |
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| 498 | { |
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| 499 | // if a Weapon is Active in slot i, deactivate it. |
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| 500 | if (tickWeapon != NULL ) |
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| 501 | { |
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| 502 | if (tickWeapon->isActive()) |
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| 503 | { |
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| 504 | tickWeapon->requestAction(WA_DEACTIVATE); |
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| 505 | continue; |
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| 506 | } |
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| 507 | else |
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| 508 | { |
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| 509 | tickWeapon->toList(OM_NULL); |
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| 510 | this->currentSlotConfig[i]->setCurrentWeapon(NULL); |
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| 511 | } |
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| 512 | } |
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| 513 | // switching to next Weapon |
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| 514 | this->currentSlotConfig[i]->setCurrentWeapon(this->currentSlotConfig[i]->getNextWeapon()); |
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| 515 | tickWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
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| 516 | |
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| 517 | if (tickWeapon != NULL) |
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| 518 | { |
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| 519 | //if (this->parent != NULL) |
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| 520 | tickWeapon->toList(this->parentEntity->getOMListNumber()); |
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| 521 | tickWeapon->requestAction(WA_ACTIVATE); |
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| 522 | this->currentSlotConfig[i]->activateNode(); |
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| 523 | tickWeapon->setParent(this->currentSlotConfig[i]); |
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| 524 | } |
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| 525 | else |
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| 526 | this->currentSlotConfig[i]->deactivateNode(); |
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| 527 | if (this->parentEntity != NULL && this->parentEntity->isA(Playable::staticClassID())) |
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| 528 | dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); |
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| 529 | } |
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| 530 | else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING)) |
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| 531 | this->currentSlotConfig[i]->setCurrentWeapon(NULL); |
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| 532 | } |
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| 533 | } |
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| 534 | |
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| 535 | |
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| 536 | /** |
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| 537 | * triggers draw of all weapons in the current weaponconfig |
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| 538 | */ |
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| 539 | void WeaponManager::draw() const |
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| 540 | { |
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| 541 | assert(false || "must not be called"); |
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| 542 | Weapon* drawWeapon; |
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| 543 | for (int i = 0; i < this->slotCount; i++) |
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| 544 | { |
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| 545 | drawWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
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| 546 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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| 547 | drawWeapon->draw(); |
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| 548 | } |
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| 549 | } |
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| 550 | |
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| 551 | |
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| 552 | /** |
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| 553 | * private gets the next free slot in a certain weaponconfig |
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| 554 | * @param the selected weaponconfig -1 if none found |
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| 555 | */ |
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| 556 | int WeaponManager::getNextFreeSlot(int configID, long capability) |
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| 557 | { |
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| 558 | if (configID == -1) |
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| 559 | { |
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| 560 | for (configID = 0; configID < WM_MAX_CONFIGS; configID++) |
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| 561 | for( int i = 0; i < this->slotCount; ++i) |
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| 562 | { |
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| 563 | if( this->configs[configID][i] == NULL && |
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| 564 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLKINDS) && |
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| 565 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLDIRS)) |
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| 566 | return i; |
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| 567 | } |
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| 568 | } |
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| 569 | else |
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| 570 | { |
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| 571 | for( int i = 0; i < this->slotCount; ++i) |
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| 572 | { |
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| 573 | if( this->configs[configID][i] == NULL && |
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| 574 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLKINDS) && |
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| 575 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLDIRS)) |
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| 576 | return i; |
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| 577 | } |
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| 578 | } |
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| 579 | return -1; |
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| 580 | } |
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| 581 | |
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| 582 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const ClassID& projectileType) |
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| 583 | { |
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| 584 | for (unsigned int i = 0; i < this->ammo.size(); i++) |
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| 585 | { |
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| 586 | if (this->ammo[i]->getProjectileType() == projectileType) |
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| 587 | return this->ammo[i]; |
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| 588 | } |
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| 589 | this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType))); |
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| 590 | return this->ammo.back(); |
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| 591 | } |
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| 592 | |
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| 593 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon) |
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| 594 | { |
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| 595 | assert (weapon != NULL); |
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| 596 | return (this->getAmmoContainer(weapon->getClassID())); |
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| 597 | } |
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| 598 | |
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| 599 | |
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| 600 | /** |
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| 601 | * outputs some nice debug information about the WeaponManager |
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| 602 | */ |
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| 603 | void WeaponManager::debug() const |
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| 604 | { |
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| 605 | PRINT(3)("WeaponManager Debug Information\n"); |
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| 606 | PRINT(3)("-------------------------------\n"); |
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| 607 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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| 608 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 609 | { |
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| 610 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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| 611 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 612 | { |
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| 613 | if (this->configs[i][j] != NULL) |
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| 614 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassCName()); |
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| 615 | } |
|---|
| 616 | } |
|---|
| 617 | } |
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| 618 | |
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| 619 | |
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| 620 | long WeaponManager::getSlotCapability(int slot) const |
|---|
| 621 | { |
|---|
| 622 | return this->currentSlotConfig[slot]->getCapability(); |
|---|
| 623 | } |
|---|
| 624 | |
|---|
| 625 | const Vector& WeaponManager::getSlotPosition(int slot) const |
|---|
| 626 | { |
|---|
| 627 | return this->currentSlotConfig[slot]->getRelCoor(); |
|---|
| 628 | } |
|---|
| 629 | |
|---|
| 630 | Weapon* WeaponManager::getWeapon(int slotID) const |
|---|
| 631 | { |
|---|
| 632 | return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID]->getNextWeapon(): NULL; |
|---|
| 633 | } |
|---|
| 634 | |
|---|
| 635 | /** |
|---|
| 636 | * processes the input |
|---|
| 637 | * @param event the Event coming as input |
|---|
| 638 | */ |
|---|
| 639 | // void WeaponManager::process(const Event &event) |
|---|
| 640 | // { |
|---|
| 641 | // if (event.type == EV_MOUSE_MOTION) |
|---|
| 642 | // { |
|---|
| 643 | // this->crosshair->process(event); |
|---|
| 644 | // // this->setAbsCoor2D(event.x, event.y); |
|---|
| 645 | // } |
|---|
| 646 | // } |
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