[4826] | 1 | |
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| 2 | /* |
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| 3 | orxonox - the future of 3D-vertical-scrollers |
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| 4 | |
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| 5 | Copyright (C) 2004 orx |
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| 6 | |
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| 7 | This program is free software; you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation; either version 2, or (at your option) |
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| 10 | any later version. |
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| 11 | |
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| 12 | ### File Specific |
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| 13 | main-programmer: Patrick Boenzli |
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[4832] | 14 | co-programmer: Benjamin Grauer |
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[4951] | 15 | |
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| 16 | 2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. |
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[4826] | 17 | */ |
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| 18 | |
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| 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 20 | |
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| 21 | #include "weapon_manager.h" |
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| 22 | #include "weapon.h" |
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[4834] | 23 | #include "crosshair.h" |
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[4828] | 24 | |
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[4834] | 25 | #include "load_param.h" |
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| 26 | #include "factory.h" |
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[4826] | 27 | #include "vector.h" |
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| 28 | #include "list.h" |
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[4837] | 29 | #include "t_animation.h" |
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[4953] | 30 | #include "null_parent.h" |
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[4826] | 31 | |
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| 32 | using namespace std; |
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| 33 | |
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| 34 | |
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| 35 | /** |
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[4832] | 36 | * this initializes the weaponManager for a given nnumber of weapon slots |
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[4826] | 37 | * @param number of weapon slots of the model/ship <= 8 (limitied) |
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| 38 | */ |
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[4953] | 39 | WeaponManager::WeaponManager(PNode* parent) |
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[4826] | 40 | { |
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[4833] | 41 | this->init(); |
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[4953] | 42 | this->setParent(parent); |
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[4826] | 43 | } |
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| 44 | |
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[4949] | 45 | WeaponManager::WeaponManager(const TiXmlElement* root) |
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| 46 | { |
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| 47 | this->init(); |
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| 48 | this->loadParams(root); |
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| 49 | } |
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[4826] | 50 | |
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[4833] | 51 | /** |
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| 52 | * Destroys a WeaponManager |
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| 53 | */ |
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[4826] | 54 | WeaponManager::~WeaponManager() |
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| 55 | { |
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[4834] | 56 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
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| 57 | //delete this->crosshair; |
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[4826] | 58 | } |
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| 59 | |
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[4834] | 60 | /** |
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| 61 | * initializes the WeaponManager |
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| 62 | */ |
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[4833] | 63 | void WeaponManager::init() |
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| 64 | { |
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| 65 | this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); |
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[4826] | 66 | |
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[4951] | 67 | this->parent = NULL; |
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| 68 | |
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| 69 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 70 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 71 | this->configs[i][j] = NULL; |
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| 72 | |
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| 73 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4833] | 74 | { |
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[4959] | 75 | this->currentSlotConfig[i].capability = WTYPE_ALL; |
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[4951] | 76 | this->currentSlotConfig[i].currentWeapon = NULL; |
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| 77 | this->currentSlotConfig[i].nextWeapon = NULL; |
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[4833] | 78 | } |
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[4895] | 79 | |
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[4951] | 80 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
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| 81 | this->availiableWeapons[i] = NULL; |
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[4895] | 82 | |
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| 83 | |
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[4951] | 84 | this->currentConfigID = 0; |
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| 85 | this->slotCount = 2; |
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| 86 | this->weaponChange; |
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[4895] | 87 | |
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[4951] | 88 | // CROSSHAIR INITIALISATION |
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[4834] | 89 | this->crosshair = new Crosshair(); |
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[4837] | 90 | |
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| 91 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
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| 92 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
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| 93 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
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| 94 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
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| 95 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
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[4834] | 96 | } |
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[4833] | 97 | |
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[4834] | 98 | /** |
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[4837] | 99 | * loads the settings of the WeaponManager |
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[4834] | 100 | * @param root the XML-element to load from |
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| 101 | */ |
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| 102 | void WeaponManager::loadParams(const TiXmlElement* root) |
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| 103 | { |
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| 104 | static_cast<BaseObject*>(this)->loadParams(root); |
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[4951] | 105 | /* |
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[4834] | 106 | LoadParam<WeaponManager>(root, "slot-count", this, &WeaponManager::setSlotCount) |
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| 107 | .describe("how many slots(cannons) the WeaponManager can handle"); |
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| 108 | |
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| 109 | LOAD_PARAM_START_CYCLE; |
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| 110 | |
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| 111 | LoadParam<WeaponManager>(root, "Weapons", this, &WeaponManager::loadWeapons) |
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| 112 | .describe("loads Weapons"); |
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| 113 | // LoadParam<WeaponManager>(root, "Weapon", this, &WeaponManager::addWeapon); |
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| 114 | |
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[4951] | 115 | LOAD_PARAM_END_CYCLE;*/ |
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[4833] | 116 | } |
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| 117 | |
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[4826] | 118 | /** |
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[4834] | 119 | * loads a Weapon onto the WeaponManager |
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| 120 | * @param root the XML-element to load the Weapons from |
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| 121 | */ |
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| 122 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
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| 123 | { |
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| 124 | LOAD_PARAM_START_CYCLE; |
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| 125 | |
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| 126 | Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(element)); |
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| 127 | |
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| 128 | |
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| 129 | |
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| 130 | LOAD_PARAM_END_CYCLE; |
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| 131 | } |
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| 132 | |
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[4953] | 133 | void WeaponManager::setParent(PNode* parent) |
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| 134 | { |
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| 135 | if (parent == NULL) |
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| 136 | parent = NullParent::getInstance(); |
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| 137 | this->parent = parent; |
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| 138 | if (this->parent != NULL) |
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| 139 | { |
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| 140 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 141 | this->parent->addChild(&this->currentSlotConfig[i].position); |
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| 142 | } |
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[4834] | 143 | |
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[4953] | 144 | } |
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| 145 | |
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[4834] | 146 | /** |
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| 147 | * sets the number of Slots the WeaponManager has |
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[4926] | 148 | * @param slotCount the number of slots |
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[4834] | 149 | */ |
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[4951] | 150 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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[4834] | 151 | { |
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[4951] | 152 | if (slotCount <= WM_MAX_SLOTS) |
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| 153 | this->slotCount = slotCount; |
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| 154 | else |
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| 155 | this->slotCount = WM_MAX_SLOTS; |
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[4834] | 156 | } |
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| 157 | |
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[4953] | 158 | void WeaponManager::setSlotPosition(int slot, const Vector& position) |
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| 159 | { |
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| 160 | if (slot < this->slotCount) |
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| 161 | this->currentSlotConfig[slot].position.setRelCoor(position); |
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| 162 | } |
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| 163 | |
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[4969] | 164 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
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| 165 | { |
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| 166 | if (slot < this->slotCount) |
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| 167 | this->currentSlotConfig[slot].position.setRelDir(rotation); |
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| 168 | } |
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| 169 | |
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| 170 | |
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[4834] | 171 | /** |
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[4832] | 172 | * adds a weapon to the selected weaponconfiguration into the selected slot |
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[4826] | 173 | * @param the weapon to add |
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| 174 | * @param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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| 175 | * @param an identifier for the weapon configuration, number between 0..3 |
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[4832] | 176 | * |
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| 177 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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[4906] | 178 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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[4832] | 179 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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| 180 | * a error message. |
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[4826] | 181 | */ |
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[4832] | 182 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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[4826] | 183 | { |
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[4951] | 184 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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[4826] | 185 | { |
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[4951] | 186 | PRINTF(2)("Slot %d of config %d is not availiabe\n", slotID, configID); |
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| 187 | return; |
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| 188 | } |
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| 189 | |
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| 190 | if (this->configs[configID][slotID] != NULL && configID > 0 && slotID > 0) |
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| 191 | PRINTF(3)("Weapon-slot %d/%d of %s already poulated, overwriting\n", configID, slotID, this->getName()); |
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| 192 | |
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| 193 | if (slotID == -1) // WM_FREE_SLOT |
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| 194 | { |
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| 195 | slotID = this->getNextFreeSlot(configID); |
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| 196 | if( slotID < 0 || slotID >= this->slotCount) |
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[4826] | 197 | { |
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| 198 | PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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| 199 | return; |
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| 200 | } |
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| 201 | } |
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[4953] | 202 | |
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| 203 | //! @todo check if the weapon is already assigned to another config in another slot |
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| 204 | |
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[4951] | 205 | this->configs[configID][slotID] = weapon; |
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[4953] | 206 | if (this->parent != NULL) |
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| 207 | weapon->setParent(parent); |
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[4826] | 208 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
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| 209 | } |
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| 210 | |
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[4834] | 211 | /** |
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[4954] | 212 | * sets the capabilities of a Slot |
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| 213 | * @param slot the slot to set the capability |
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| 214 | * @param slotCapability the capability @see WM_SlotCapability |
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| 215 | */ |
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| 216 | void WeaponManager::setSlotCapability(int slot, long slotCapability) |
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| 217 | { |
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| 218 | if (slot > slotCount) |
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| 219 | return; |
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| 220 | this->currentSlotConfig[slot].capability = slotCapability; |
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| 221 | } |
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| 222 | |
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| 223 | |
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| 224 | /** |
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[4834] | 225 | * removes a Weapon from the WeaponManager |
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[4954] | 226 | * |
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| 227 | * !! The weapon must be inactive before you can delete it, !! |
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| 228 | * !! because it will still be deactivated (if it is selected) !! |
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[4834] | 229 | */ |
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[4826] | 230 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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| 231 | { |
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[4954] | 232 | if (weapon == NULL) |
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| 233 | return; |
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| 234 | if (configID < 0) |
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| 235 | { |
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| 236 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 237 | { |
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| 238 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 239 | { |
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| 240 | if (this->configs[i][j] == weapon) |
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| 241 | this->configs[i][j] = NULL; |
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| 242 | } |
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| 243 | if (this->currentSlotConfig[j].currentWeapon == weapon) |
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| 244 | { |
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| 245 | this->currentSlotConfig[j].nextWeapon = NULL; |
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| 246 | } |
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| 247 | } |
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| 248 | } |
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[4826] | 249 | } |
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| 250 | |
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| 251 | |
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| 252 | /** |
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[4832] | 253 | * changes to the next weapon configuration |
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[4826] | 254 | */ |
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[4954] | 255 | void WeaponManager::nextWeaponConfig() |
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[4826] | 256 | { |
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[4951] | 257 | ++this->currentConfigID; |
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| 258 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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| 259 | this->currentConfigID = 0; |
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[4952] | 260 | this->changeWeaponConfig(this->currentConfigID); |
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| 261 | } |
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[4826] | 262 | |
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[4953] | 263 | /** |
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| 264 | * changes to the previous configuration |
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| 265 | */ |
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[4952] | 266 | void WeaponManager::previousWeaponConfig() |
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| 267 | { |
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| 268 | --this->currentConfigID; |
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| 269 | if (this->currentConfigID < 0) |
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| 270 | this->currentConfigID = WM_MAX_CONFIGS -1; |
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| 271 | this->changeWeaponConfig(this->currentConfigID); |
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| 272 | } |
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| 273 | |
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[4953] | 274 | /** |
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| 275 | * change to a desired configuration |
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| 276 | * @param weaponConfig the configuration to jump to. |
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| 277 | */ |
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[4952] | 278 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
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| 279 | { |
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| 280 | this->currentConfigID = weaponConfig; |
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| 281 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
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[4951] | 282 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4826] | 283 | { |
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[4951] | 284 | this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; |
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[4953] | 285 | if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon) |
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| 286 | { |
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| 287 | if (this->currentSlotConfig[i].currentWeapon != NULL) |
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| 288 | (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE)); |
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| 289 | if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive()) |
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| 290 | this->currentSlotConfig[i].nextWeapon = NULL; |
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| 291 | } |
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[4951] | 292 | } |
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[4826] | 293 | } |
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| 294 | |
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| 295 | |
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| 296 | /** |
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[4832] | 297 | * triggers fire of all weapons in the current weaponconfig |
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[4826] | 298 | */ |
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[4832] | 299 | void WeaponManager::fire() |
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[4826] | 300 | { |
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| 301 | Weapon* firingWeapon; |
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[4951] | 302 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 303 | { |
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[4951] | 304 | firingWeapon = this->currentSlotConfig[i].currentWeapon; |
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[4885] | 305 | if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); |
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[4826] | 306 | } |
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[4837] | 307 | this->crosshair->setRotationSpeed(500); |
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| 308 | this->crossHairSizeAnim->replay(); |
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[4826] | 309 | } |
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| 310 | |
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| 311 | |
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| 312 | /** |
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[4832] | 313 | * triggers tick of all weapons in the current weaponconfig |
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| 314 | * @param second passed since last tick |
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[4826] | 315 | */ |
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[4833] | 316 | void WeaponManager::tick(float dt) |
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[4826] | 317 | { |
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[4951] | 318 | Weapon* tickWeapon; |
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| 319 | |
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| 320 | // all weapons |
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| 321 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 322 | { |
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[4951] | 323 | |
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| 324 | tickWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 325 | if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures |
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| 326 | { |
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| 327 | if (tickWeapon != NULL && tickWeapon->isActive()) |
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| 328 | { |
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| 329 | tickWeapon->requestAction(WA_DEACTIVATE); |
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| 330 | } |
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| 331 | else |
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| 332 | { |
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| 333 | tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; |
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| 334 | if (tickWeapon != NULL) |
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[4953] | 335 | { |
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[4951] | 336 | tickWeapon->requestAction(WA_ACTIVATE); |
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[4953] | 337 | tickWeapon->setParent(&this->currentSlotConfig[i].position); |
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| 338 | } |
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[4951] | 339 | } |
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| 340 | } |
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| 341 | |
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| 342 | if( tickWeapon != NULL && tickWeapon->isActive()) |
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| 343 | tickWeapon->tickW(dt); |
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[4826] | 344 | } |
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[4834] | 345 | |
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| 346 | crosshair->setRotationSpeed(5); |
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[4826] | 347 | } |
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| 348 | |
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| 349 | |
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| 350 | /** |
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[4832] | 351 | * triggers draw of all weapons in the current weaponconfig |
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[4826] | 352 | */ |
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[4951] | 353 | void WeaponManager::draw() const |
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[4826] | 354 | { |
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[4951] | 355 | Weapon* drawWeapon; |
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| 356 | for (int i = 0; i < this->slotCount; i++) |
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[4826] | 357 | { |
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[4951] | 358 | drawWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 359 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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| 360 | drawWeapon->draw(); |
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[4826] | 361 | } |
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| 362 | } |
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| 363 | |
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| 364 | |
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| 365 | /** |
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[4832] | 366 | * private gets the next free slot in a certain weaponconfig |
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| 367 | * @param the selected weaponconfig |
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[4826] | 368 | */ |
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[4832] | 369 | int WeaponManager::getNextFreeSlot(int configID) |
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[4826] | 370 | { |
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[4951] | 371 | for( int i = 0; i < this->slotCount; ++i) |
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[4826] | 372 | { |
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[4951] | 373 | if( this->configs[configID][i] == NULL) |
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[4826] | 374 | return i; |
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| 375 | } |
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| 376 | return -1; |
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| 377 | } |
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| 378 | |
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[4951] | 379 | |
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| 380 | |
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[4953] | 381 | /** |
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| 382 | * outputs some nice debug information about the WeaponManager |
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| 383 | */ |
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[4951] | 384 | void WeaponManager::debug() const |
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| 385 | { |
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| 386 | PRINT(3)("WeaponManager Debug Information\n"); |
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| 387 | PRINT(3)("-------------------------------\n"); |
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| 388 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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| 389 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 390 | { |
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| 391 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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| 392 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 393 | { |
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| 394 | if (this->configs[i][j] != NULL) |
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| 395 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); |
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| 396 | } |
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| 397 | } |
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| 398 | } |
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