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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | |
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19 | #include "weapon.h" |
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20 | #include "stdincl.h" |
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21 | #include "world_entity.h" |
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22 | #include "vector.h" |
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23 | #include "model.h" |
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24 | #include "projectile.h" |
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25 | #include "list.h" |
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26 | #include "world.h" |
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27 | |
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28 | using namespace std; |
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29 | |
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30 | |
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31 | |
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32 | /** |
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33 | \brief this initializes the weaponManager for a given nnumber of weapon slots |
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34 | \param number of weapon slots of the model/ship <= 8 (limitied) |
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35 | */ |
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36 | WeaponManager::WeaponManager(int nrOfSlots) |
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37 | { |
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38 | this->nrOfSlots = nrOfSlots; |
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39 | |
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40 | this->currConfID = W_CONFIG1; |
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41 | this->configs[this->currConfID].bUsed = true; |
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42 | } |
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43 | |
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44 | |
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45 | WeaponManager::~WeaponManager() |
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46 | { |
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47 | /* i dont have to delete the weapons itself, because they are |
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48 | worldentities and therefore in the entities list of the world |
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49 | */ |
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50 | } |
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51 | |
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52 | |
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53 | void WeaponManager::addWeapon(Weapon* weapon, int slotID, int configID) |
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54 | { |
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55 | if( slotID == W_FREE_SLOT) |
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56 | { |
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57 | int freeSlot = this->getNextFreeSlot(); |
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58 | if( freeSlot < 0 || freeSlot >= this->nrOfSlots) |
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59 | { |
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60 | PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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61 | return; |
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62 | } |
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63 | this->configs[configID].slots[freeSlot] = weapon; |
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64 | return; |
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65 | } |
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66 | this->configs[configID].slots[slotID] = weapon; |
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67 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
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68 | } |
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69 | |
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70 | |
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71 | void WeaponManager::nextWeaponConf() |
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72 | { |
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73 | for(; this->currConfID < W_MAX_CONFIGS && !this->configs[this->currConfID].bUsed; this->currConfID+=1) |
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74 | printf(""); |
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75 | } |
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76 | |
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77 | |
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78 | void WeaponManager::prevWeaponConf() |
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79 | {} |
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80 | |
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81 | |
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82 | void WeaponManager::selectConfig(int confID) |
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83 | { |
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84 | PRINTF(0)("There is no weapon config defined with the number W_CONF%i", confID); |
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85 | } |
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86 | |
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87 | |
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88 | |
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89 | int WeaponManager::getNextFreeSlot() |
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90 | { |
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91 | for( int i = 0; i < W_MAX_SLOTS; ++i) |
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92 | { |
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93 | if( this->configs[this->currConfID].slots[i] == NULL) |
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94 | return i; |
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95 | } |
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96 | return -1; |
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97 | } |
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98 | |
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99 | |
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100 | /** |
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101 | \brief standard constructor |
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102 | |
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103 | creates a new weapon |
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104 | */ |
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105 | Weapon::Weapon (PNode* parent, Vector* coordinate, Quaternion* direction) |
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106 | : WorldEntity() |
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107 | { |
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108 | parent->addChild(this, PNODE_ALL); |
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109 | this->setRelCoor(*coordinate); |
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110 | this->setRelDir(*direction); |
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111 | WorldInterface* wi = WorldInterface::getInstance(); |
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112 | this->worldEntities = wi->getEntityList(); |
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113 | } |
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114 | |
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115 | |
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116 | /** |
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117 | \brief standard deconstructor |
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118 | */ |
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119 | Weapon::~Weapon () |
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120 | { |
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121 | // model will be deleted from WorldEntity-destructor |
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122 | } |
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123 | |
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124 | |
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125 | /** |
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126 | \brief enables the weapon |
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127 | |
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128 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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129 | been enabled, it can interact in a world. elswhere it wont react to any |
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130 | action. |
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131 | */ |
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132 | void Weapon::enable() |
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133 | { |
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134 | this->enabled = true; |
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135 | } |
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136 | |
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137 | |
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138 | /** |
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139 | \brief disables the weapon |
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140 | |
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141 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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142 | been enabled, it can interact in a world. elswhere it wont react to any |
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143 | action. |
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144 | */ |
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145 | void Weapon::disable() |
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146 | { |
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147 | this->enabled = false; |
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148 | } |
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149 | |
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150 | |
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151 | /** |
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152 | \brief checks if the weapon is enabled |
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153 | \returns true if enabled |
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154 | |
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155 | a weapon can be ebabled/disabled because of various reasons. if a weapon is |
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156 | been enabled, it can interact in a world. elswhere it wont react to any |
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157 | action. |
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158 | */ |
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159 | bool Weapon::isEnabled() |
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160 | { |
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161 | return this->enabled; |
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162 | } |
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163 | |
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164 | |
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165 | /** |
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166 | \brief sets a new projectile to the weapon |
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167 | \param new projectile for this weapon |
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168 | |
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169 | weapon an projectile are independent, so you can combine them as you want |
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170 | */ |
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171 | void Weapon::setProjectile(Projectile* projectile) |
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172 | { |
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173 | this->projectile = projectile; |
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174 | } |
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175 | |
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176 | |
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177 | /** |
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178 | \brief sets a new projectile to the weapon |
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179 | \returns the current projectile of this weapon |
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180 | |
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181 | weapon an projectile are independent, so you can combine them as you want |
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182 | */ |
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183 | Projectile* Weapon::getProjectile() |
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184 | { |
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185 | return this->projectile; |
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186 | } |
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187 | |
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188 | |
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189 | /** |
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190 | \brief this activates the weapon |
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191 | |
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192 | This is needed, since there can be more than one weapon on a ship. the |
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193 | activation can be connected with an animation. for example the weapon is |
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194 | been armed out. |
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195 | */ |
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196 | void Weapon::activate() |
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197 | {} |
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198 | |
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199 | |
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200 | /** |
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201 | \brief this deactivates the weapon |
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202 | |
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203 | This is needed, since there can be more than one weapon on a ship. the |
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204 | activation can be connected with an animation. for example the weapon is |
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205 | been armed out. |
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206 | */ |
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207 | void Weapon::deactivate() |
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208 | {} |
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209 | |
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210 | /** |
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211 | \brief asks if the current weapon is active |
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212 | \returns true if it the weapon is active |
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213 | */ |
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214 | bool Weapon::isActive() |
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215 | {} |
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216 | |
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217 | /** |
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218 | \brief sets a weapon idle time |
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219 | \param idle time in ms |
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220 | |
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221 | a weapon idle time is the time spend after a shoot until the weapon can |
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222 | shoot again |
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223 | */ |
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224 | void Weapon::setWeaponIdleTime(float time) |
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225 | { |
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226 | this->idleTime = time; |
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227 | } |
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228 | |
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229 | /** |
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230 | \brief gets the weapon idle time |
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231 | \returns idle time in ms |
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232 | |
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233 | a weapon idle time is the time spend after a shoot until the weapon can |
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234 | shoot again |
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235 | */ |
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236 | float Weapon::getWeaponIdleTime(void) |
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237 | { |
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238 | return this->idleTime; |
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239 | } |
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240 | |
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241 | /** |
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242 | \brief checks if the idle time is elapsed |
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243 | \return true if time is elapsed |
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244 | |
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245 | a weapon idle time is the time spend after a shoot until the weapon can |
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246 | shoot again |
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247 | */ |
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248 | bool Weapon::hasWeaponIdleTimeElapsed(void) |
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249 | { |
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250 | return (this->localTime>this->idleTime)?true:false; |
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251 | } |
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252 | |
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253 | |
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254 | /** |
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255 | \brief fires the weapon |
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256 | |
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257 | this is called from the player.cc, when fire-button is been pushed |
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258 | */ |
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259 | void Weapon::fire() |
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260 | {} |
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261 | |
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262 | |
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263 | /** |
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264 | \brief is called, when the weapon gets hit (=collide with something) |
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265 | \param from which entity it is been hit |
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266 | \param where it is been hit |
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267 | |
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268 | this may not be used, since it would make the game relay complicated when one |
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269 | can destroy the weapons of enemies or vice versa. |
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270 | */ |
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271 | void Weapon::hit (WorldEntity* entity, Vector* position) |
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272 | {} |
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273 | |
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274 | |
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275 | /** |
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276 | \brief is called, when the weapon is destroyed |
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277 | |
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278 | this is in conjunction with the hit function, so when a weapon is able to get |
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279 | hit, it can also be destoryed. |
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280 | */ |
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281 | void Weapon::destroy () |
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282 | {} |
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283 | |
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284 | |
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285 | /** |
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286 | \brief tick signal for time dependent/driven stuff |
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287 | */ |
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288 | void Weapon::tick (float time) |
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289 | {} |
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290 | |
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291 | |
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292 | /** |
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293 | \brief is called, when there is no fire button pressed |
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294 | */ |
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295 | void Weapon::weaponIdle() |
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296 | {} |
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297 | |
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298 | |
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299 | /** |
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300 | \brief this will draw the weapon |
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301 | */ |
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302 | void Weapon::draw () |
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303 | {} |
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304 | |
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