| 1 | |
|---|
| 2 | |
|---|
| 3 | /* |
|---|
| 4 | orxonox - the future of 3D-vertical-scrollers |
|---|
| 5 | |
|---|
| 6 | Copyright (C) 2004 orx |
|---|
| 7 | |
|---|
| 8 | This program is free software; you can redistribute it and/or modify |
|---|
| 9 | it under the terms of the GNU General Public License as published by |
|---|
| 10 | the Free Software Foundation; either version 2, or (at your option) |
|---|
| 11 | any later version. |
|---|
| 12 | |
|---|
| 13 | ### File Specific |
|---|
| 14 | main-programmer: Patrick Boenzli |
|---|
| 15 | co-programmer: |
|---|
| 16 | */ |
|---|
| 17 | |
|---|
| 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
|---|
| 19 | |
|---|
| 20 | #include "weapon.h" |
|---|
| 21 | #include "stdincl.h" |
|---|
| 22 | #include "world_entity.h" |
|---|
| 23 | #include "vector.h" |
|---|
| 24 | #include "model.h" |
|---|
| 25 | #include "projectile.h" |
|---|
| 26 | #include "list.h" |
|---|
| 27 | #include "world.h" |
|---|
| 28 | |
|---|
| 29 | using namespace std; |
|---|
| 30 | |
|---|
| 31 | |
|---|
| 32 | |
|---|
| 33 | /** |
|---|
| 34 | \brief this initializes the weaponManager for a given nnumber of weapon slots |
|---|
| 35 | \param number of weapon slots of the model/ship <= 8 (limitied) |
|---|
| 36 | */ |
|---|
| 37 | WeaponManager::WeaponManager(int nrOfSlots) |
|---|
| 38 | { |
|---|
| 39 | for(int i = 0; i < W_MAX_CONFIGS; ++i) |
|---|
| 40 | { |
|---|
| 41 | this->configs[i].bUsed = false; |
|---|
| 42 | for(int j = 0; j < W_MAX_SLOTS; ++j) |
|---|
| 43 | this->configs[i].slots[j] = NULL; |
|---|
| 44 | } |
|---|
| 45 | this->nrOfSlots = nrOfSlots; |
|---|
| 46 | this->currConfID = W_CONFIG0; |
|---|
| 47 | } |
|---|
| 48 | |
|---|
| 49 | |
|---|
| 50 | WeaponManager::~WeaponManager() |
|---|
| 51 | { |
|---|
| 52 | /* |
|---|
| 53 | i dont have to delete the weapons itself, because they are |
|---|
| 54 | worldentities and therefore in the entities list of the world. |
|---|
| 55 | world will clean them up for me |
|---|
| 56 | */ |
|---|
| 57 | for(int i = 0; i < W_MAX_CONFIGS; ++i) |
|---|
| 58 | { |
|---|
| 59 | this->configs[i].bUsed = false; |
|---|
| 60 | for(int j = 0; j < W_MAX_SLOTS; ++j) |
|---|
| 61 | this->configs[i].slots[j] = NULL; |
|---|
| 62 | } |
|---|
| 63 | } |
|---|
| 64 | |
|---|
| 65 | |
|---|
| 66 | /** |
|---|
| 67 | \brief adds a weapon to the selected weaponconfiguration into the selected slot |
|---|
| 68 | \param the weapon to add |
|---|
| 69 | \param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
|---|
| 70 | \param an identifier for the weapon configuration, number between 0..3 |
|---|
| 71 | |
|---|
| 72 | if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
|---|
| 73 | replaced by the weapon specified. if you use the W_FREE_SLOT, the manager will look for a free |
|---|
| 74 | slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
|---|
| 75 | a error message. |
|---|
| 76 | */ |
|---|
| 77 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
|---|
| 78 | { |
|---|
| 79 | if( slotID == W_FREE_SLOT) |
|---|
| 80 | { |
|---|
| 81 | int freeSlot = this->getNextFreeSlot( configID); |
|---|
| 82 | if( freeSlot < 0 || freeSlot >= this->nrOfSlots) |
|---|
| 83 | { |
|---|
| 84 | PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
|---|
| 85 | return; |
|---|
| 86 | } |
|---|
| 87 | PRINTF(3)("Added new Weapon to Config:%i/Slot:%i\n", configID, freeSlot); |
|---|
| 88 | this->configs[configID].bUsed = true; |
|---|
| 89 | this->configs[configID].slots[freeSlot] = weapon; |
|---|
| 90 | return; |
|---|
| 91 | } |
|---|
| 92 | this->configs[configID].bUsed = true; |
|---|
| 93 | this->configs[configID].slots[slotID] = weapon; |
|---|
| 94 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
|---|
| 95 | } |
|---|
| 96 | |
|---|
| 97 | |
|---|
| 98 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
|---|
| 99 | { |
|---|
| 100 | /* empty */ |
|---|
| 101 | } |
|---|
| 102 | |
|---|
| 103 | |
|---|
| 104 | /** |
|---|
| 105 | \brief changes to the next weapon configuration |
|---|
| 106 | |
|---|
| 107 | if there are multiple weapon configurations defined by the manager, use this to switch between them |
|---|
| 108 | this function will deactivate the weapons first, change the config and reactivate them later |
|---|
| 109 | */ |
|---|
| 110 | void WeaponManager::nextWeaponConf() |
|---|
| 111 | { |
|---|
| 112 | PRINTF(4)("Changing weapon configuration: from %i to next\n", this->currConfID); |
|---|
| 113 | |
|---|
| 114 | int i, lastConfID; |
|---|
| 115 | lastConfID = this->currConfID; |
|---|
| 116 | for(i = this->currConfID + 1; i < W_MAX_CONFIGS && !this->configs[i].bUsed; ++i); |
|---|
| 117 | if( i == W_MAX_CONFIGS) this->currConfID = W_CONFIG0; |
|---|
| 118 | else this->currConfID = i; |
|---|
| 119 | |
|---|
| 120 | |
|---|
| 121 | Weapon *w1, *w2; |
|---|
| 122 | for(int j = 0; j < W_MAX_SLOTS; ++j) |
|---|
| 123 | { |
|---|
| 124 | w1 = this->configs[lastConfID].slots[j]; |
|---|
| 125 | w2 = this->configs[this->currConfID].slots[j]; |
|---|
| 126 | |
|---|
| 127 | if( w1 == w2) |
|---|
| 128 | { |
|---|
| 129 | printf("no need for change\n"); |
|---|
| 130 | } |
|---|
| 131 | else |
|---|
| 132 | { |
|---|
| 133 | if( w1 != NULL ) |
|---|
| 134 | { |
|---|
| 135 | w1->deactivate(); |
|---|
| 136 | printf("deactivating %i,%i\n", j,lastConfID); |
|---|
| 137 | } |
|---|
| 138 | if( w2 != NULL) |
|---|
| 139 | { |
|---|
| 140 | w2->activate(); |
|---|
| 141 | printf("activating %i,%i\n", j, this->currConfID); |
|---|
| 142 | } |
|---|
| 143 | } |
|---|
| 144 | } |
|---|
| 145 | } |
|---|
| 146 | |
|---|
| 147 | |
|---|
| 148 | |
|---|
| 149 | /** |
|---|
| 150 | \brief triggers fire of all weapons in the current weaponconfig |
|---|
| 151 | */ |
|---|
| 152 | void WeaponManager::fire() |
|---|
| 153 | { |
|---|
| 154 | Weapon* firingWeapon; |
|---|
| 155 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
|---|
| 156 | { |
|---|
| 157 | firingWeapon = this->configs[this->currConfID].slots[i]; |
|---|
| 158 | if( firingWeapon != NULL) firingWeapon->fire(); |
|---|
| 159 | } |
|---|
| 160 | } |
|---|
| 161 | |
|---|
| 162 | |
|---|
| 163 | /** |
|---|
| 164 | \brief triggers tick of all weapons in the current weaponconfig |
|---|
| 165 | \param second passed since last tick |
|---|
| 166 | */ |
|---|
| 167 | void WeaponManager::tick(float sec) |
|---|
| 168 | { |
|---|
| 169 | Weapon* w; |
|---|
| 170 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
|---|
| 171 | { |
|---|
| 172 | w = this->configs[this->currConfID].slots[i]; |
|---|
| 173 | if( w != NULL) w->tick(sec); |
|---|
| 174 | } |
|---|
| 175 | } |
|---|
| 176 | |
|---|
| 177 | |
|---|
| 178 | /** |
|---|
| 179 | \brief triggers draw of all weapons in the current weaponconfig |
|---|
| 180 | */ |
|---|
| 181 | void WeaponManager::draw() |
|---|
| 182 | { |
|---|
| 183 | Weapon* w; |
|---|
| 184 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
|---|
| 185 | { |
|---|
| 186 | w = this->configs[this->currConfID].slots[i]; |
|---|
| 187 | if( w != NULL) w->draw(); |
|---|
| 188 | } |
|---|
| 189 | } |
|---|
| 190 | |
|---|
| 191 | |
|---|
| 192 | /** |
|---|
| 193 | \brief private gets the next free slot in a certain weaponconfig |
|---|
| 194 | \param the selected weaponconfig |
|---|
| 195 | */ |
|---|
| 196 | int WeaponManager::getNextFreeSlot(int configID) |
|---|
| 197 | { |
|---|
| 198 | for( int i = 0; i < W_MAX_SLOTS; ++i) |
|---|
| 199 | { |
|---|
| 200 | if( this->configs[configID].slots[i] == NULL) |
|---|
| 201 | return i; |
|---|
| 202 | } |
|---|
| 203 | return -1; |
|---|
| 204 | } |
|---|
| 205 | |
|---|
| 206 | |
|---|
| 207 | |
|---|
| 208 | |
|---|
| 209 | |
|---|
| 210 | |
|---|
| 211 | /** |
|---|
| 212 | \brief standard constructor |
|---|
| 213 | |
|---|
| 214 | creates a new weapon |
|---|
| 215 | */ |
|---|
| 216 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
|---|
| 217 | : WorldEntity() |
|---|
| 218 | { |
|---|
| 219 | parent->addChild(this, PNODE_ALL); |
|---|
| 220 | this->setRelCoor(coordinate); |
|---|
| 221 | this->setRelDir(direction); |
|---|
| 222 | WorldInterface* wi = WorldInterface::getInstance(); |
|---|
| 223 | this->worldEntities = wi->getEntityList(); |
|---|
| 224 | |
|---|
| 225 | this->objectComponent1 = NULL; |
|---|
| 226 | this->objectComponent2 = NULL; |
|---|
| 227 | this->objectComponent3 = NULL; |
|---|
| 228 | |
|---|
| 229 | this->animation1 = NULL; |
|---|
| 230 | this->animation2 = NULL; |
|---|
| 231 | this->animation3 = NULL; |
|---|
| 232 | } |
|---|
| 233 | |
|---|
| 234 | |
|---|
| 235 | /** |
|---|
| 236 | \brief standard deconstructor |
|---|
| 237 | */ |
|---|
| 238 | Weapon::~Weapon () |
|---|
| 239 | { |
|---|
| 240 | // model will be deleted from WorldEntity-destructor |
|---|
| 241 | //this->worldEntities = NULL; |
|---|
| 242 | |
|---|
| 243 | /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ |
|---|
| 244 | |
|---|
| 245 | /* all animations are deleted via the animation player*/ |
|---|
| 246 | } |
|---|
| 247 | |
|---|
| 248 | |
|---|
| 249 | /** |
|---|
| 250 | \brief enables the weapon |
|---|
| 251 | |
|---|
| 252 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
|---|
| 253 | been enabled, it can interact in a world. elswhere it wont react to any |
|---|
| 254 | action. |
|---|
| 255 | */ |
|---|
| 256 | void Weapon::enable() |
|---|
| 257 | { |
|---|
| 258 | this->enabled = true; |
|---|
| 259 | } |
|---|
| 260 | |
|---|
| 261 | |
|---|
| 262 | /** |
|---|
| 263 | \brief disables the weapon |
|---|
| 264 | |
|---|
| 265 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
|---|
| 266 | been enabled, it can interact in a world. elswhere it wont react to any |
|---|
| 267 | action. |
|---|
| 268 | */ |
|---|
| 269 | void Weapon::disable() |
|---|
| 270 | { |
|---|
| 271 | this->enabled = false; |
|---|
| 272 | } |
|---|
| 273 | |
|---|
| 274 | |
|---|
| 275 | /** |
|---|
| 276 | \brief checks if the weapon is enabled |
|---|
| 277 | \returns true if enabled |
|---|
| 278 | |
|---|
| 279 | a weapon can be ebabled/disabled because of various reasons. if a weapon is |
|---|
| 280 | been enabled, it can interact in a world. elswhere it wont react to any |
|---|
| 281 | action. |
|---|
| 282 | */ |
|---|
| 283 | bool Weapon::isEnabled() |
|---|
| 284 | { |
|---|
| 285 | return this->enabled; |
|---|
| 286 | } |
|---|
| 287 | |
|---|
| 288 | |
|---|
| 289 | /** |
|---|
| 290 | \brief sets a new projectile to the weapon |
|---|
| 291 | \param new projectile for this weapon |
|---|
| 292 | |
|---|
| 293 | weapon an projectile are independent, so you can combine them as you want |
|---|
| 294 | */ |
|---|
| 295 | void Weapon::setProjectile(Projectile* projectile) |
|---|
| 296 | { |
|---|
| 297 | this->projectile = projectile; |
|---|
| 298 | } |
|---|
| 299 | |
|---|
| 300 | |
|---|
| 301 | /** |
|---|
| 302 | \brief sets a new projectile to the weapon |
|---|
| 303 | \returns the current projectile of this weapon |
|---|
| 304 | |
|---|
| 305 | weapon an projectile are independent, so you can combine them as you want |
|---|
| 306 | */ |
|---|
| 307 | Projectile* Weapon::getProjectile() |
|---|
| 308 | { |
|---|
| 309 | return this->projectile; |
|---|
| 310 | } |
|---|
| 311 | |
|---|
| 312 | |
|---|
| 313 | /** |
|---|
| 314 | \brief this activates the weapon |
|---|
| 315 | |
|---|
| 316 | This is needed, since there can be more than one weapon on a ship. the |
|---|
| 317 | activation can be connected with an animation. for example the weapon is |
|---|
| 318 | been armed out. |
|---|
| 319 | */ |
|---|
| 320 | void Weapon::activate() |
|---|
| 321 | {} |
|---|
| 322 | |
|---|
| 323 | |
|---|
| 324 | /** |
|---|
| 325 | \brief this deactivates the weapon |
|---|
| 326 | |
|---|
| 327 | This is needed, since there can be more than one weapon on a ship. the |
|---|
| 328 | activation can be connected with an animation. for example the weapon is |
|---|
| 329 | been armed out. |
|---|
| 330 | */ |
|---|
| 331 | void Weapon::deactivate() |
|---|
| 332 | {} |
|---|
| 333 | |
|---|
| 334 | /** |
|---|
| 335 | \brief asks if the current weapon is active |
|---|
| 336 | \returns true if it the weapon is active |
|---|
| 337 | */ |
|---|
| 338 | bool Weapon::isActive() |
|---|
| 339 | {} |
|---|
| 340 | |
|---|
| 341 | |
|---|
| 342 | |
|---|
| 343 | |
|---|
| 344 | |
|---|
| 345 | |
|---|
| 346 | /** |
|---|
| 347 | \brief is called, when the weapon gets hit (=collide with something) |
|---|
| 348 | \param from which entity it is been hit |
|---|
| 349 | \param where it is been hit |
|---|
| 350 | |
|---|
| 351 | this may not be used, since it would make the game relay complicated when one |
|---|
| 352 | can destroy the weapons of enemies or vice versa. |
|---|
| 353 | */ |
|---|
| 354 | void Weapon::hit (WorldEntity* entity, Vector* position) |
|---|
| 355 | {} |
|---|
| 356 | |
|---|
| 357 | |
|---|
| 358 | /** |
|---|
| 359 | \brief is called, when the weapon is destroyed |
|---|
| 360 | |
|---|
| 361 | this is in conjunction with the hit function, so when a weapon is able to get |
|---|
| 362 | hit, it can also be destoryed. |
|---|
| 363 | */ |
|---|
| 364 | void Weapon::destroy () |
|---|
| 365 | {} |
|---|
| 366 | |
|---|
| 367 | |
|---|
| 368 | /** |
|---|
| 369 | \brief tick signal for time dependent/driven stuff |
|---|
| 370 | */ |
|---|
| 371 | void Weapon::tick (float time) |
|---|
| 372 | {} |
|---|
| 373 | |
|---|
| 374 | |
|---|
| 375 | /** |
|---|
| 376 | \brief is called, when there is no fire button pressed |
|---|
| 377 | */ |
|---|
| 378 | void Weapon::weaponIdle() |
|---|
| 379 | {} |
|---|
| 380 | |
|---|
| 381 | |
|---|
| 382 | /** |
|---|
| 383 | \brief this will draw the weapon |
|---|
| 384 | */ |
|---|
| 385 | void Weapon::draw () |
|---|
| 386 | {} |
|---|
| 387 | |
|---|