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source: orxonox.OLD/branches/spaceshipcontrol/src/world_entities/weapons/weapon_manager.cc @ 6946

Last change on this file since 6946 was 6920, checked in by bensch, 18 years ago

orxonox/trunk: default target for turret and other weapons, that support targetting

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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  //this->crosshair->setRelCoor(1000,0,0);
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, PNode* parent)
188{
189  if (slot < this->slotCount)
190  {
191    this->currentSlotConfig[slot].position.setRelCoor(position);
192
193    if (parent != NULL)
194      this->currentSlotConfig[slot].position.setParent(parent);
195  }
196}
197
198
199/**
200 * sets the relative rotation of the slot to its parent
201 * @param slot the slot to set-up
202 * @param rotation the relative rotation of the given slot
203 */
204void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
205{
206  if (slot < this->slotCount)
207    this->currentSlotConfig[slot].position.setRelDir(rotation);
208}
209
210
211/**
212 * adds a weapon to the selected weaponconfiguration into the selected slot
213 * @param weapon the weapon to add
214 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
215 * @param slotID an identifier for the weapon configuration, number between 0..3
216 *
217 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
218 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
219 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
220 * a error message.
221 */
222bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
223{
224  if ( weapon == NULL )
225    return false;
226
227  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
228  {
229    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount);
230    if (configID >= WM_MAX_CONFIGS)
231      configID = -1;
232    if (slotID >= (int)this->slotCount)
233      slotID = -1;
234  }
235  // if no ConfigID is supplied set to Current Config.
236  if (configID <= -1)
237    configID = this->currentConfigID;
238  //
239  if (configID > -1 && slotID == -1)
240  {
241    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
242    if (slotID == -1)
243      configID = -1;
244  }
245
246  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
247  {
248    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName());
249    return false;
250  }
251
252  if (slotID <= -1) // WM_FREE_SLOT
253  {
254    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
255    if( slotID < 0 || slotID >= this->slotCount)
256    {
257      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
258      return false;
259    }
260  }
261
262  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
263      this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
264  {
265    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
266              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
267    return false;
268  }
269
270  //! @todo check if the weapon is already assigned to another config in another slot
271  if (this->configs[configID][slotID] != NULL)
272    return false;
273
274  this->configs[configID][slotID] = weapon;
275  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
276  if(configID == this->currentConfigID)
277    this->currentSlotConfig[slotID].nextWeapon = weapon;
278  if (this->parent != NULL)
279  {
280    this->parent->addChild(weapon);
281    if (this->parent->isA(CL_PLAYABLE))
282      dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
283    weapon->setDefaultTarget(this->crosshair);
284  }
285  PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID);
286  return true;
287}
288
289/**
290 * sets the capabilities of a Slot
291 * @param slot the slot to set the capability
292 * @param slotCapability the capability @see WM_SlotCapability
293 */
294void WeaponManager::setSlotCapability(int slot, long slotCapability)
295{
296  if (slot > slotCount)
297    return;
298  this->currentSlotConfig[slot].capability = slotCapability;
299}
300
301
302/**
303 * removes a Weapon from the WeaponManager
304 *
305 * !! The weapon must be inactive before you can delete it,    !!
306 * !! because it will still be deactivated (if it is selected) !!
307 */
308void WeaponManager::removeWeapon(Weapon* weapon, int configID)
309{
310  if (weapon == NULL)
311    return;
312  if (configID < 0)
313  {
314    for (int j = 0; j < WM_MAX_SLOTS; j++)
315    {
316      for (int i = 0; i < WM_MAX_CONFIGS; i++)
317      {
318        if (this->configs[i][j] == weapon)
319          this->configs[i][j] = NULL;
320      }
321      if (this->currentSlotConfig[j].currentWeapon == weapon)
322      {
323        this->currentSlotConfig[j].nextWeapon = NULL;
324      }
325    }
326  }
327}
328
329
330/**
331 * changes to the next weapon configuration
332 */
333void WeaponManager::nextWeaponConfig()
334{
335  ++this->currentConfigID;
336  if (this->currentConfigID >= WM_MAX_CONFIGS)
337    this->currentConfigID = 0;
338  this->changeWeaponConfig(this->currentConfigID);
339}
340
341/**
342 * changes to the previous configuration
343 */
344void WeaponManager::previousWeaponConfig()
345{
346  --this->currentConfigID;
347  if (this->currentConfigID < 0)
348    this->currentConfigID = WM_MAX_CONFIGS -1;
349  this->changeWeaponConfig(this->currentConfigID);
350}
351
352/**
353 * change to a desired configuration
354 * @param weaponConfig the configuration to jump to.
355 */
356void WeaponManager::changeWeaponConfig(int weaponConfig)
357{
358  this->currentConfigID = weaponConfig;
359  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
360  for (int i = 0; i < WM_MAX_SLOTS; i++)
361    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
362}
363
364
365/**
366 * triggers fire of all weapons in the current weaponconfig
367 */
368void WeaponManager::fire()
369{
370  Weapon* firingWeapon;
371  for(int i = 0; i < this->slotCount; i++)
372  {
373    firingWeapon = this->currentSlotConfig[i].currentWeapon;
374    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
375  }
376  this->crosshair->setRotationSpeed(500);
377  this->crossHairSizeAnim->replay();
378}
379
380
381/**
382 * triggers tick of all weapons in the current weaponconfig
383 * @param second passed since last tick
384 */
385void WeaponManager::tick(float dt)
386{
387  Weapon* tickWeapon;
388
389  for(int i = 0; i < this->slotCount; i++)
390  {
391/*
392    NICE LITTLE DEBUG FUNCTION
393       if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)
394      printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/
395
396    // current Weapon in Slot i
397    tickWeapon = this->currentSlotConfig[i].currentWeapon;
398    // On A change (current != next)
399    if (tickWeapon != this->currentSlotConfig[i].nextWeapon)
400    {
401      // if a Weapon is Active in slot i, deactivate it.
402      if (tickWeapon != NULL )
403      {
404        if (tickWeapon->isActive())
405        {
406          tickWeapon->requestAction(WA_DEACTIVATE);
407          continue;
408        }
409        else
410        {
411          tickWeapon->toList(OM_NULL);
412          this->currentSlotConfig[i].currentWeapon = NULL;
413        }
414      }
415
416      // switching to next Weapon
417      tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
418      if (tickWeapon != NULL)
419      {
420        if (this->parent != NULL)
421          tickWeapon->toList(this->parent->getOMListNumber());
422        tickWeapon->requestAction(WA_ACTIVATE);
423        this->currentSlotConfig[i].position.activateNode();
424        tickWeapon->setParent(&this->currentSlotConfig[i].position);
425      }
426      else
427        this->currentSlotConfig[i].position.deactivateNode();
428      if (this->parent != NULL && this->parent->isA(CL_PLAYABLE))
429        dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
430    }
431    else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING))
432      this->currentSlotConfig[i].nextWeapon = NULL;
433  }
434}
435
436
437/**
438 * triggers draw of all weapons in the current weaponconfig
439 */
440void WeaponManager::draw() const
441{
442  Weapon* drawWeapon;
443  for (int i = 0; i < this->slotCount; i++)
444  {
445    drawWeapon = this->currentSlotConfig[i].currentWeapon;
446    if( drawWeapon != NULL && drawWeapon->isVisible())
447      drawWeapon->draw();
448  }
449}
450
451
452/**
453 * private gets the next free slot in a certain weaponconfig
454 * @param the selected weaponconfig -1 if none found
455 */
456int WeaponManager::getNextFreeSlot(int configID, long capability)
457{
458  if (configID == -1)
459  {
460    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
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  else
470  {
471    for( int i = 0; i < this->slotCount; ++i)
472    {
473      if( this->configs[configID][i] == NULL &&
474          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
475          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
476        return i;
477    }
478  }
479  return -1;
480}
481
482CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType)
483{
484  for (unsigned int i = 0; i < this->ammo.size(); i++)
485  {
486    if (this->ammo[i]->getProjectileType() == projectileType)
487      return this->ammo[i];
488  }
489  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
490  return this->ammo.back();
491}
492
493
494/**
495 * outputs some nice debug information about the WeaponManager
496 */
497void WeaponManager::debug() const
498{
499  PRINT(3)("WeaponManager Debug Information\n");
500  PRINT(3)("-------------------------------\n");
501  PRINT(3)("current Config is %d\n", this->currentConfigID);
502  for (int i = 0; i < WM_MAX_CONFIGS; i++)
503  {
504    PRINT(3)("Listing Weapons in Configuration %d\n", i);
505    for (int j = 0; j < WM_MAX_SLOTS; j++)
506    {
507      if (this->configs[i][j] != NULL)
508        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
509    }
510  }
511}
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