| 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 |   this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); | 
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| 40 |  | 
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| 41 |   for(int i = 0; i < W_MAX_CONFIGS; ++i) | 
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| 42 |     { | 
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| 43 |       this->configs[i].bUsed = false; | 
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| 44 |       for(int j = 0; j < W_MAX_SLOTS; ++j) | 
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| 45 |         this->configs[i].slots[j] = NULL; | 
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| 46 |     } | 
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| 47 |   this->nrOfSlots = nrOfSlots; | 
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| 48 |   this->currConfID = W_CONFIG0; | 
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| 49 | } | 
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| 50 |  | 
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| 51 |  | 
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| 52 | WeaponManager::~WeaponManager() | 
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| 53 | { | 
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| 54 |   /* | 
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| 55 |      i dont have to delete the weapons itself, because they are | 
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| 56 |      worldentities and therefore in the entities list of the world. | 
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| 57 |      world will clean them up for me | 
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| 58 |   */ | 
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| 59 |   for(int i = 0; i < W_MAX_CONFIGS; ++i) | 
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| 60 |     { | 
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| 61 |       this->configs[i].bUsed = false; | 
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| 62 |       for(int j = 0; j < W_MAX_SLOTS; ++j) | 
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| 63 |         this->configs[i].slots[j] = NULL; | 
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| 64 |     } | 
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| 65 | } | 
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| 66 |  | 
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| 67 |  | 
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| 68 | /** | 
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| 69 |    \brief adds a weapon to the selected weaponconfiguration into the selected slot | 
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| 70 |    \param the weapon to add | 
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| 71 |    \param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot | 
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| 72 |    \param an identifier for the weapon configuration, number between 0..3 | 
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| 73 |  | 
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| 74 |    if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be | 
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| 75 |    replaced by the weapon specified. if you use the W_FREE_SLOT, the manager will look for a free | 
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| 76 |    slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be | 
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| 77 |    a error message. | 
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| 78 | */ | 
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| 79 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 80 | { | 
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| 81 |   if( slotID == W_FREE_SLOT) | 
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| 82 |     { | 
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| 83 |       int freeSlot = this->getNextFreeSlot( configID); | 
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| 84 |       if( freeSlot < 0 || freeSlot >= this->nrOfSlots) | 
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| 85 |         { | 
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| 86 |           PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); | 
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| 87 |           return; | 
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| 88 |         } | 
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| 89 |       PRINTF(3)("Added new Weapon to Config:%i/Slot:%i\n", configID, freeSlot); | 
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| 90 |       this->configs[configID].bUsed = true; | 
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| 91 |       this->configs[configID].slots[freeSlot] = weapon; | 
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| 92 |       return; | 
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| 93 |     } | 
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| 94 |   this->configs[configID].bUsed = true; | 
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| 95 |   this->configs[configID].slots[slotID] = weapon; | 
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| 96 |   PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); | 
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| 97 | } | 
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| 98 |  | 
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| 99 |  | 
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| 100 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) | 
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| 101 | { | 
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| 102 |   /* empty */ | 
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| 103 | } | 
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| 104 |  | 
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| 105 |  | 
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| 106 | /** | 
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| 107 |    \brief changes to the next weapon configuration | 
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| 108 |  | 
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| 109 |    if there are multiple weapon configurations defined by the manager, use this to switch between them | 
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| 110 |    this function will deactivate the weapons first, change the config and reactivate them later | 
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| 111 | */ | 
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| 112 | void WeaponManager::nextWeaponConf() | 
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| 113 | { | 
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| 114 |   PRINTF(4)("Changing weapon configuration: from %i to next\n", this->currConfID); | 
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| 115 |  | 
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| 116 |   int i, lastConfID; | 
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| 117 |   lastConfID = this->currConfID; | 
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| 118 |   for(i = this->currConfID + 1; i < W_MAX_CONFIGS && !this->configs[i].bUsed; ++i); | 
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| 119 |   if( i == W_MAX_CONFIGS) this->currConfID = W_CONFIG0; | 
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| 120 |   else this->currConfID = i; | 
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| 121 |  | 
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| 122 |  | 
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| 123 |   Weapon *w1, *w2; | 
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| 124 |   for(int j = 0; j < W_MAX_SLOTS; ++j) | 
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| 125 |     { | 
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| 126 |       w1 = this->configs[lastConfID].slots[j]; | 
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| 127 |       w2 = this->configs[this->currConfID].slots[j]; | 
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| 128 |  | 
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| 129 |       if( w1 == w2) | 
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| 130 |         { | 
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| 131 |           printf("no need for change\n"); | 
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| 132 |         } | 
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| 133 |       else | 
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| 134 |         { | 
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| 135 |         if( w1 != NULL ) | 
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| 136 |           { | 
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| 137 |             w1->deactivate(); | 
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| 138 |             printf("deactivating %i,%i\n", j,lastConfID); | 
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| 139 |           } | 
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| 140 |         if( w2 != NULL) | 
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| 141 |           { | 
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| 142 |             w2->activate(); | 
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| 143 |             printf("activating %i,%i\n", j, this->currConfID); | 
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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 |  | 
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| 151 | /** | 
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| 152 |    \brief triggers fire of all weapons in the current weaponconfig | 
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| 153 | */ | 
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| 154 | void WeaponManager::fire() | 
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| 155 | { | 
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| 156 |   Weapon* firingWeapon; | 
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| 157 |   for(int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 158 |     { | 
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| 159 |       firingWeapon = this->configs[this->currConfID].slots[i]; | 
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| 160 |       if( firingWeapon != NULL) firingWeapon->fire(); | 
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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 | /** | 
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| 166 |    \brief triggers tick of all weapons in the current weaponconfig | 
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| 167 |    \param second passed since last tick | 
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| 168 | */ | 
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| 169 | void WeaponManager::tick(float sec) | 
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| 170 | { | 
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| 171 |   Weapon* w; | 
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| 172 |   for(int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 173 |     { | 
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| 174 |       w = this->configs[this->currConfID].slots[i]; | 
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| 175 |       if( w != NULL) w->tick(sec); | 
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| 176 |     } | 
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| 177 | } | 
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| 178 |  | 
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| 179 |  | 
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| 180 | /** | 
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| 181 |    \brief triggers draw of all weapons in the current weaponconfig | 
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| 182 | */ | 
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| 183 | void WeaponManager::draw() | 
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| 184 | { | 
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| 185 |   Weapon* w; | 
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| 186 |   for(int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 187 |     { | 
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| 188 |       w = this->configs[this->currConfID].slots[i]; | 
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| 189 |       if( w != NULL) w->draw(); | 
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| 190 |     } | 
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| 191 | } | 
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| 192 |  | 
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| 193 |  | 
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| 194 | /** | 
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| 195 |    \brief private gets the next free slot in a certain weaponconfig | 
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| 196 |    \param the selected weaponconfig | 
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| 197 | */ | 
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| 198 | int WeaponManager::getNextFreeSlot(int configID) | 
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| 199 | { | 
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| 200 |   for( int i = 0; i < W_MAX_SLOTS; ++i) | 
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| 201 |     { | 
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| 202 |       if( this->configs[configID].slots[i] == NULL) | 
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| 203 |         return i; | 
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| 204 |     } | 
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| 205 |   return -1; | 
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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 |  | 
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| 213 | /** | 
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| 214 |    \brief standard constructor | 
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| 215 |  | 
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| 216 |    creates a new weapon | 
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| 217 | */ | 
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| 218 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) | 
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| 219 |   : WorldEntity() | 
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| 220 | { | 
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| 221 |   parent->addChild(this, PNODE_ALL); | 
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| 222 |   this->setRelCoor(coordinate); | 
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| 223 |   this->setRelDir(direction); | 
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| 224 |   WorldInterface* wi = WorldInterface::getInstance(); | 
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| 225 |   this->worldEntities = wi->getEntityList(); | 
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| 226 |  | 
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| 227 |   this->objectComponent1 = NULL; | 
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| 228 |   this->objectComponent2 = NULL; | 
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| 229 |   this->objectComponent3 = NULL; | 
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| 230 |  | 
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| 231 |   this->animation1 = NULL; | 
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| 232 |   this->animation2 = NULL; | 
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| 233 |   this->animation3 = NULL; | 
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| 234 | } | 
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| 235 |  | 
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| 236 |  | 
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| 237 | /** | 
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| 238 |    \brief standard deconstructor | 
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| 239 | */ | 
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| 240 | Weapon::~Weapon () | 
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| 241 | { | 
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| 242 |   // model will be deleted from WorldEntity-destructor | 
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| 243 |   //this->worldEntities = NULL; | 
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| 244 |  | 
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| 245 |   /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ | 
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| 246 |  | 
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| 247 |   /* all animations are deleted via the animation player*/ | 
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| 248 | } | 
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| 249 |  | 
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| 250 |  | 
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| 251 | /** | 
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| 252 |     \brief enables the weapon | 
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| 253 |  | 
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| 254 |     a weapon can be enabled/disabled because of various reasons. if a weapon is | 
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| 255 |     been enabled, it can interact in a world. elswhere it wont react to any | 
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| 256 |     action. | 
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| 257 | */ | 
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| 258 | void Weapon::enable() | 
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| 259 | { | 
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| 260 |   this->enabled = true; | 
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| 261 | } | 
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| 262 |  | 
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| 263 |  | 
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| 264 | /** | 
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| 265 |     \brief disables the weapon | 
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| 266 |  | 
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| 267 |     a weapon can be enabled/disabled because of various reasons. if a weapon is | 
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| 268 |     been enabled, it can interact in a world. elswhere it wont react to any | 
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| 269 |     action. | 
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| 270 | */ | 
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| 271 | void Weapon::disable() | 
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| 272 | { | 
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| 273 |   this->enabled = false; | 
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| 274 | } | 
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| 275 |  | 
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| 276 |  | 
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| 277 | /** | 
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| 278 |     \brief checks if the weapon is enabled | 
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| 279 |     \returns true if enabled | 
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| 280 |  | 
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| 281 |     a weapon can be ebabled/disabled because of various reasons. if a weapon is | 
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| 282 |     been enabled, it can interact in a world. elswhere it wont react to any | 
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| 283 |     action. | 
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| 284 | */ | 
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| 285 | bool Weapon::isEnabled() | 
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| 286 | { | 
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| 287 |   return this->enabled; | 
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| 288 | } | 
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| 289 |  | 
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| 290 |  | 
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| 291 | /** | 
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| 292 |    \brief sets a new projectile to the weapon | 
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| 293 |    \param new projectile for this weapon | 
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| 294 |  | 
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| 295 |    weapon an projectile are independent, so you can combine them as you want | 
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| 296 | */ | 
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| 297 | void Weapon::setProjectile(Projectile* projectile) | 
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| 298 | { | 
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| 299 |   this->projectile = projectile; | 
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| 300 | } | 
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| 301 |  | 
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| 302 |  | 
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| 303 | /** | 
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| 304 |    \brief sets a new projectile to the weapon | 
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| 305 |    \returns the current projectile of this weapon | 
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| 306 |  | 
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| 307 |    weapon an projectile are independent, so you can combine them as you want | 
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| 308 | */ | 
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| 309 | Projectile* Weapon::getProjectile() | 
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| 310 | { | 
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| 311 |   return this->projectile; | 
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| 312 | } | 
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| 313 |  | 
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| 314 |  | 
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| 315 | /** | 
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| 316 |    \brief this activates the weapon | 
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| 317 |  | 
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| 318 |    This is needed, since there can be more than one weapon on a ship. the | 
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| 319 |    activation can be connected with an animation. for example the weapon is | 
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| 320 |    been armed out. | 
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| 321 | */ | 
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| 322 | void Weapon::activate() | 
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| 323 | {} | 
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| 324 |  | 
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| 325 |  | 
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| 326 | /** | 
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| 327 |    \brief this deactivates the weapon | 
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| 328 |  | 
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| 329 |    This is needed, since there can be more than one weapon on a ship. the | 
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| 330 |    activation can be connected with an animation. for example the weapon is | 
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| 331 |    been armed out. | 
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| 332 | */ | 
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| 333 | void Weapon::deactivate() | 
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| 334 | {} | 
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| 335 |  | 
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| 336 | /** | 
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| 337 |    \brief asks if the current weapon is active | 
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| 338 |    \returns true if it the weapon is active | 
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| 339 | */ | 
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| 340 | bool Weapon::isActive() | 
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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 |  | 
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| 348 | /** | 
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| 349 |    \brief is called, when the weapon gets hit (=collide with something) | 
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| 350 |    \param from which entity it is been hit | 
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| 351 |    \param where it is been hit | 
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| 352 |  | 
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| 353 |    this may not be used, since it would make the game relay complicated when one | 
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| 354 |    can destroy the weapons of enemies or vice versa. | 
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| 355 | */ | 
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| 356 | void Weapon::hit (WorldEntity* entity, Vector* position) | 
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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 |    \brief is called, when the weapon is destroyed | 
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| 362 |  | 
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| 363 |    this is in conjunction with the hit function, so when a weapon is able to get | 
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| 364 |    hit, it can also be destoryed. | 
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| 365 | */ | 
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| 366 | void Weapon::destroy () | 
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| 367 | {} | 
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| 368 |  | 
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| 369 |  | 
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| 370 | /** | 
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| 371 |    \brief tick signal for time dependent/driven stuff | 
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| 372 | */ | 
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| 373 | void Weapon::tick (float time) | 
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| 374 | {} | 
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| 375 |  | 
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| 376 |  | 
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| 377 | /** | 
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| 378 |    \brief is called, when there is no fire button pressed | 
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| 379 | */ | 
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| 380 | void Weapon::weaponIdle() | 
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| 381 | {} | 
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| 382 |  | 
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| 383 |  | 
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| 384 | /** | 
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| 385 |    \brief this will draw the weapon | 
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| 386 | */ | 
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| 387 | void Weapon::draw () | 
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| 388 | {} | 
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| 389 |  | 
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