| 1 |  | 
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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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
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| 19 |  | 
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| 20 | #include "weapon.h" | 
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| 21 | #include "stdincl.h" | 
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| 22 | #include "world_entity.h" | 
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| 23 | #include "vector.h" | 
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| 24 | #include "model.h" | 
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| 25 | #include "projectile.h" | 
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| 26 | #include "list.h" | 
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| 27 | #include "world.h" | 
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| 28 |  | 
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| 29 | using namespace std; | 
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| 30 |  | 
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| 31 |  | 
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| 32 |  | 
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| 33 | /** | 
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| 34 | \brief this initializes the weaponManager for a given nnumber of weapon slots | 
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| 35 | \param number of weapon slots of the model/ship <= 8 (limitied) | 
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| 36 | */ | 
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| 37 | WeaponManager::WeaponManager(int nrOfSlots) | 
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| 38 | { | 
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| 39 | for(int i = 0; i < W_MAX_CONFIGS; ++i) | 
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| 40 | { | 
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| 41 | this->configs[i].bUsed = false; | 
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| 42 | for(int j = 0; j < W_MAX_SLOTS; ++j) | 
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| 43 | this->configs[i].slots[j] = NULL; | 
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| 44 | } | 
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| 45 | this->nrOfSlots = nrOfSlots; | 
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| 46 | this->currConfID = W_CONFIG0; | 
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| 47 | } | 
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| 48 |  | 
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| 49 |  | 
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| 50 | WeaponManager::~WeaponManager() | 
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| 51 | { | 
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| 52 | /* | 
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| 53 | i dont have to delete the weapons itself, because they are | 
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| 54 | worldentities and therefore in the entities list of the world. | 
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| 55 | world will clean them up for me | 
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| 56 | */ | 
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| 57 | for(int i = 0; i < W_MAX_CONFIGS; ++i) | 
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| 58 | { | 
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| 59 | this->configs[i].bUsed = false; | 
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| 60 | for(int j = 0; j < W_MAX_SLOTS; ++j) | 
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| 61 | this->configs[i].slots[j] = NULL; | 
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| 62 | } | 
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| 63 | } | 
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| 64 |  | 
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| 65 |  | 
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| 66 | /** | 
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| 67 | \brief adds a weapon to the selected weaponconfiguration into the selected slot | 
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| 68 | \param the weapon to add | 
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| 69 | \param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot | 
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| 70 | \param an identifier for the weapon configuration, number between 0..3 | 
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| 71 |  | 
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| 72 | if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be | 
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| 73 | replaced by the weapon specified. if you use the W_FREE_SLOT, the manager will look for a free | 
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| 74 | slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be | 
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| 75 | a error message. | 
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| 76 | */ | 
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| 77 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 78 | { | 
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| 79 | if( slotID == W_FREE_SLOT) | 
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| 80 | { | 
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| 81 | int freeSlot = this->getNextFreeSlot( configID); | 
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| 82 | if( freeSlot < 0 || freeSlot >= this->nrOfSlots) | 
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| 83 | { | 
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| 84 | PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); | 
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| 85 | return; | 
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| 86 | } | 
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| 87 | PRINTF(3)("Added new Weapon to Config:%i/Slot:%i\n", configID, freeSlot); | 
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| 88 | this->configs[configID].bUsed = true; | 
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| 89 | this->configs[configID].slots[freeSlot] = weapon; | 
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| 90 | return; | 
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| 91 | } | 
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| 92 | this->configs[configID].bUsed = true; | 
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| 93 | this->configs[configID].slots[slotID] = weapon; | 
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| 94 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); | 
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| 95 | } | 
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| 96 |  | 
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| 97 |  | 
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| 98 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) | 
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| 99 | { | 
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| 100 | /* empty */ | 
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| 101 | } | 
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| 102 |  | 
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| 103 |  | 
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| 104 | /** | 
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| 105 | \brief changes to the next weapon configuration | 
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| 106 |  | 
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| 107 | if there are multiple weapon configurations defined by the manager, use this to switch between them | 
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| 108 | this function will deactivate the weapons first, change the config and reactivate them later | 
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| 109 | */ | 
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| 110 | void WeaponManager::nextWeaponConf() | 
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| 111 | { | 
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| 112 | PRINTF(4)("Changing weapon configuration: from %i to next\n", this->currConfID); | 
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| 113 |  | 
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| 114 | int i, lastConfID; | 
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| 115 | lastConfID = this->currConfID; | 
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| 116 | for(i = this->currConfID + 1; i < W_MAX_CONFIGS && !this->configs[i].bUsed; ++i); | 
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| 117 | if( i == W_MAX_CONFIGS) this->currConfID = W_CONFIG0; | 
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| 118 | else this->currConfID = i; | 
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| 119 |  | 
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| 120 |  | 
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| 121 | Weapon *w1, *w2; | 
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| 122 | for(int j = 0; j < W_MAX_SLOTS; ++j) | 
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| 123 | { | 
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| 124 | w1 = this->configs[lastConfID].slots[j]; | 
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| 125 | w2 = this->configs[this->currConfID].slots[j]; | 
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| 126 |  | 
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| 127 | if( w1 == w2) | 
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| 128 | { | 
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| 129 | printf("no need for change\n"); | 
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| 130 | } | 
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| 131 | else | 
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| 132 | { | 
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| 133 | if( w1 != NULL ) | 
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| 134 | { | 
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| 135 | w1->deactivate(); | 
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| 136 | printf("deactivating %i,%i\n", j,lastConfID); | 
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| 137 | } | 
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| 138 | if( w2 != NULL) | 
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| 139 | { | 
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| 140 | w2->activate(); | 
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| 141 | printf("activating %i,%i\n", j, this->currConfID); | 
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| 142 | } | 
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| 143 | } | 
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| 144 | } | 
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| 145 | } | 
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| 146 |  | 
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| 147 |  | 
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| 148 |  | 
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| 149 | /** | 
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| 150 | \brief triggers fire of all weapons in the current weaponconfig | 
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| 151 | */ | 
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| 152 | void WeaponManager::fire() | 
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| 153 | { | 
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| 154 | Weapon* firingWeapon; | 
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| 155 | for(int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 156 | { | 
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| 157 | firingWeapon = this->configs[this->currConfID].slots[i]; | 
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| 158 | if( firingWeapon != NULL) firingWeapon->fire(); | 
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| 159 | } | 
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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 | \brief triggers tick of all weapons in the current weaponconfig | 
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| 165 | \param second passed since last tick | 
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| 166 | */ | 
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| 167 | void WeaponManager::tick(float sec) | 
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| 168 | { | 
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| 169 | Weapon* w; | 
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| 170 | for(int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 171 | { | 
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| 172 | w = this->configs[this->currConfID].slots[i]; | 
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| 173 | if( w != NULL) w->tick(sec); | 
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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 | /** | 
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| 179 | \brief triggers draw of all weapons in the current weaponconfig | 
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| 180 | */ | 
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| 181 | void WeaponManager::draw() | 
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| 182 | { | 
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| 183 | Weapon* w; | 
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| 184 | for(int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 185 | { | 
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| 186 | w = this->configs[this->currConfID].slots[i]; | 
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| 187 | if( w != NULL) w->draw(); | 
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| 188 | } | 
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| 189 | } | 
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| 190 |  | 
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| 191 |  | 
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| 192 | /** | 
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| 193 | \brief private gets the next free slot in a certain weaponconfig | 
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| 194 | \param the selected weaponconfig | 
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| 195 | */ | 
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| 196 | int WeaponManager::getNextFreeSlot(int configID) | 
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| 197 | { | 
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| 198 | for( int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 199 | { | 
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| 200 | if( this->configs[configID].slots[i] == NULL) | 
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| 201 | return i; | 
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| 202 | } | 
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| 203 | return -1; | 
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| 204 | } | 
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| 205 |  | 
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| 206 |  | 
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| 207 |  | 
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| 208 |  | 
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| 209 |  | 
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| 210 |  | 
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| 211 | /** | 
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| 212 | \brief standard constructor | 
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| 213 |  | 
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| 214 | creates a new weapon | 
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| 215 | */ | 
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| 216 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) | 
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| 217 | : WorldEntity() | 
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| 218 | { | 
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| 219 | parent->addChild(this, PNODE_ALL); | 
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| 220 | this->setRelCoor(coordinate); | 
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| 221 | this->setRelDir(direction); | 
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| 222 | WorldInterface* wi = WorldInterface::getInstance(); | 
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| 223 | this->worldEntities = wi->getEntityList(); | 
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| 224 |  | 
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| 225 | this->objectComponent1 = NULL; | 
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| 226 | this->objectComponent2 = NULL; | 
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| 227 | this->objectComponent3 = NULL; | 
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| 228 |  | 
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| 229 | this->animation1 = NULL; | 
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| 230 | this->animation2 = NULL; | 
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| 231 | this->animation3 = NULL; | 
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| 232 | } | 
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| 233 |  | 
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| 234 |  | 
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| 235 | /** | 
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| 236 | \brief standard deconstructor | 
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| 237 | */ | 
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| 238 | Weapon::~Weapon () | 
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| 239 | { | 
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| 240 | // model will be deleted from WorldEntity-destructor | 
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| 241 | //this->worldEntities = NULL; | 
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| 242 |  | 
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| 243 | /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ | 
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| 244 |  | 
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| 245 | /* all animations are deleted via the animation player*/ | 
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| 246 | } | 
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| 247 |  | 
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| 248 |  | 
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| 249 | /** | 
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| 250 | \brief enables the weapon | 
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| 251 |  | 
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| 252 | a weapon can be enabled/disabled because of various reasons. if a weapon is | 
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| 253 | been enabled, it can interact in a world. elswhere it wont react to any | 
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| 254 | action. | 
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| 255 | */ | 
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| 256 | void Weapon::enable() | 
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| 257 | { | 
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| 258 | this->enabled = true; | 
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| 259 | } | 
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| 260 |  | 
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| 261 |  | 
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| 262 | /** | 
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| 263 | \brief disables the weapon | 
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| 264 |  | 
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| 265 | a weapon can be enabled/disabled because of various reasons. if a weapon is | 
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| 266 | been enabled, it can interact in a world. elswhere it wont react to any | 
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| 267 | action. | 
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| 268 | */ | 
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| 269 | void Weapon::disable() | 
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| 270 | { | 
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| 271 | this->enabled = false; | 
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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 checks if the weapon is enabled | 
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| 277 | \returns true if enabled | 
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| 278 |  | 
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| 279 | a weapon can be ebabled/disabled because of various reasons. if a weapon is | 
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| 280 | been enabled, it can interact in a world. elswhere it wont react to any | 
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| 281 | action. | 
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| 282 | */ | 
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| 283 | bool Weapon::isEnabled() | 
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| 284 | { | 
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| 285 | return this->enabled; | 
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| 286 | } | 
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| 287 |  | 
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| 288 |  | 
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| 289 | /** | 
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| 290 | \brief sets a new projectile to the weapon | 
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| 291 | \param new projectile for this weapon | 
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| 292 |  | 
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| 293 | weapon an projectile are independent, so you can combine them as you want | 
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| 294 | */ | 
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| 295 | void Weapon::setProjectile(Projectile* projectile) | 
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| 296 | { | 
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| 297 | this->projectile = projectile; | 
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| 298 | } | 
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| 299 |  | 
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| 300 |  | 
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| 301 | /** | 
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| 302 | \brief sets a new projectile to the weapon | 
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| 303 | \returns the current projectile of this weapon | 
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| 304 |  | 
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| 305 | weapon an projectile are independent, so you can combine them as you want | 
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| 306 | */ | 
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| 307 | Projectile* Weapon::getProjectile() | 
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| 308 | { | 
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| 309 | return this->projectile; | 
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| 310 | } | 
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| 311 |  | 
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| 312 |  | 
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| 313 | /** | 
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| 314 | \brief this activates the weapon | 
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| 315 |  | 
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| 316 | This is needed, since there can be more than one weapon on a ship. the | 
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| 317 | activation can be connected with an animation. for example the weapon is | 
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| 318 | been armed out. | 
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| 319 | */ | 
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| 320 | void Weapon::activate() | 
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| 321 | {} | 
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| 322 |  | 
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| 323 |  | 
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| 324 | /** | 
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| 325 | \brief this deactivates the weapon | 
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| 326 |  | 
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| 327 | This is needed, since there can be more than one weapon on a ship. the | 
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| 328 | activation can be connected with an animation. for example the weapon is | 
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| 329 | been armed out. | 
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| 330 | */ | 
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| 331 | void Weapon::deactivate() | 
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| 332 | {} | 
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| 333 |  | 
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| 334 | /** | 
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| 335 | \brief asks if the current weapon is active | 
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| 336 | \returns true if it the weapon is active | 
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| 337 | */ | 
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| 338 | bool Weapon::isActive() | 
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| 339 | {} | 
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| 340 |  | 
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| 341 |  | 
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| 342 |  | 
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| 343 |  | 
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| 344 |  | 
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| 345 |  | 
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| 346 | /** | 
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| 347 | \brief is called, when the weapon gets hit (=collide with something) | 
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| 348 | \param from which entity it is been hit | 
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| 349 | \param where it is been hit | 
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| 350 |  | 
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| 351 | this may not be used, since it would make the game relay complicated when one | 
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| 352 | can destroy the weapons of enemies or vice versa. | 
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| 353 | */ | 
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| 354 | void Weapon::hit (WorldEntity* entity, Vector* position) | 
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| 355 | {} | 
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| 356 |  | 
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| 357 |  | 
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| 358 | /** | 
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| 359 | \brief is called, when the weapon is destroyed | 
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| 360 |  | 
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| 361 | this is in conjunction with the hit function, so when a weapon is able to get | 
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| 362 | hit, it can also be destoryed. | 
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| 363 | */ | 
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| 364 | void Weapon::destroy () | 
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| 365 | {} | 
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| 366 |  | 
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| 367 |  | 
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| 368 | /** | 
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| 369 | \brief tick signal for time dependent/driven stuff | 
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| 370 | */ | 
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| 371 | void Weapon::tick (float time) | 
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| 372 | {} | 
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| 373 |  | 
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| 374 |  | 
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| 375 | /** | 
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| 376 | \brief is called, when there is no fire button pressed | 
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| 377 | */ | 
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| 378 | void Weapon::weaponIdle() | 
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| 379 | {} | 
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| 380 |  | 
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| 381 |  | 
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| 382 | /** | 
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| 383 | \brief this will draw the weapon | 
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| 384 | */ | 
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| 385 | void Weapon::draw () | 
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| 386 | {} | 
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| 387 |  | 
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