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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/weapon_manager.cc @ 4949

Last change on this file since 4949 was 4949, checked in by bensch, 19 years ago

orxonox/trunk: new Definitions in the WeaponManager-class

File size: 7.1 KB
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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific
13   main-programmer: Patrick Boenzli
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
18
19#include "weapon_manager.h"
20#include "weapon.h"
21#include "crosshair.h"
22
23#include "load_param.h"
24#include "factory.h"
25#include "vector.h"
26#include "list.h"
27#include "t_animation.h"
28
29using namespace std;
30
31
32/**
33 * this initializes the weaponManager for a given nnumber of weapon slots
34 * @param number of weapon slots of the model/ship <= 8 (limitied)
35 */
36WeaponManager::WeaponManager(int slotCount)
37{
38  this->init();
39  this->slotCount = slotCount;
40}
41
42WeaponManager::WeaponManager(const TiXmlElement* root)
43{
44  this->init();
45  this->loadParams(root);
46}
47
48/**
49 * Destroys a WeaponManager
50 */
51WeaponManager::~WeaponManager()
52{
53  /*
54  i dont have to delete the weapons itself, because they are
55  worldentities and therefore in the entities list of the world.
56  world will clean them up for me
57  */
58  for(int i = 0; i < WM_MAX_CONFIGS; ++i)
59  {
60    this->configs[i].bUsed = false;
61    for(int j = 0; j < WM_MAX_SLOTS; ++j)
62      this->configs[i].slots[j] = NULL;
63  }
64
65  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
66  //delete this->crosshair;
67}
68
69/**
70 * initializes the WeaponManager
71 */
72void WeaponManager::init()
73{
74  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
75
76  for(int i = 0; i < WM_MAX_CONFIGS; ++i)
77  {
78    this->configs[i].bUsed = false;
79    for(int j = 0; j < WM_MAX_SLOTS; ++j)
80      this->configs[i].slots[j] = NULL;
81  }
82  this->currConfID = WM_CONFIG0;
83
84
85
86
87  this->crosshair = new Crosshair();
88
89  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
90  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
91  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
92  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
93  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
94}
95
96/**
97 * loads the settings of the WeaponManager
98 * @param root the XML-element to load from
99 */
100void WeaponManager::loadParams(const TiXmlElement* root)
101{
102  static_cast<BaseObject*>(this)->loadParams(root);
103
104  LoadParam<WeaponManager>(root, "slot-count", this, &WeaponManager::setSlotCount)
105      .describe("how many slots(cannons) the WeaponManager can handle");
106
107  LOAD_PARAM_START_CYCLE;
108
109  LoadParam<WeaponManager>(root, "Weapons", this, &WeaponManager::loadWeapons)
110      .describe("loads Weapons");
111      // LoadParam<WeaponManager>(root, "Weapon", this, &WeaponManager::addWeapon);
112
113  LOAD_PARAM_END_CYCLE;
114}
115
116/**
117 * loads a Weapon onto the WeaponManager
118 * @param root the XML-element to load the Weapons from
119 */
120void WeaponManager::loadWeapons(const TiXmlElement* root)
121{
122  LOAD_PARAM_START_CYCLE;
123
124  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(element));
125
126
127
128  LOAD_PARAM_END_CYCLE;
129}
130
131
132/**
133 * sets the number of Slots the WeaponManager has
134 * @param slotCount the number of slots
135 */
136void WeaponManager::setSlotCount(int slotCount)
137{
138  this->slotCount = slotCount;
139}
140
141/**
142 * adds a weapon to the selected weaponconfiguration into the selected slot
143 * @param the weapon to add
144 * @param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
145 * @param an identifier for the weapon configuration, number between 0..3
146 *
147 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
148 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
149 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
150 * a error message.
151 */
152void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
153{
154  if( slotID == WM_FREE_SLOT)
155  {
156    int freeSlot = this->getNextFreeSlot( configID);
157    if( freeSlot < 0 || freeSlot >= this->slotCount)
158    {
159      PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
160      return;
161    }
162    PRINTF(3)("Added new Weapon to Config:%i/Slot:%i\n", configID, freeSlot);
163    this->configs[configID].bUsed = true;
164    this->configs[configID].slots[freeSlot] = weapon;
165    return;
166  }
167  this->configs[configID].bUsed = true;
168  this->configs[configID].slots[slotID] = weapon;
169  PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID);
170}
171
172/**
173 * removes a Weapon from the WeaponManager
174 */
175void WeaponManager::removeWeapon(Weapon* weapon, int configID)
176{
177  /* empty */
178}
179
180
181/**
182 * changes to the next weapon configuration
183 *
184 * if there are multiple weapon configurations defined by the manager, use this to switch between them
185 * this function will deactivate the weapons first, change the config and reactivate them later
186 */
187void WeaponManager::nextWeaponConf()
188{
189  PRINTF(4)("Changing weapon configuration: from %i to next\n", this->currConfID);
190
191  int i, lastConfID;
192  lastConfID = this->currConfID;
193  for(i = this->currConfID + 1; i < WM_MAX_CONFIGS && !this->configs[i].bUsed; ++i);
194  if( i == WM_MAX_CONFIGS) this->currConfID = WM_CONFIG0;
195  else this->currConfID = i;
196
197
198  Weapon *w1, *w2;
199  for(int j = 0; j < WM_MAX_SLOTS; ++j)
200  {
201    w1 = this->configs[lastConfID].slots[j];
202    w2 = this->configs[this->currConfID].slots[j];
203
204    if( w1 == w2)
205    {
206      printf("no need for change\n");
207    }
208    else
209    {
210      if( w1 != NULL )
211      {
212        w1->requestAction(WA_DEACTIVATE);
213        printf("deactivating %i,%i\n", j,lastConfID);
214      }
215      if( w2 != NULL)
216      {
217        w2->requestAction(WA_ACTIVATE);
218        printf("activating %i,%i\n", j, this->currConfID);
219      }
220    }
221  }
222}
223
224
225/**
226 * triggers fire of all weapons in the current weaponconfig
227 */
228void WeaponManager::fire()
229{
230  Weapon* firingWeapon;
231  for(int i = 0; i < WM_MAX_SLOTS; ++i)
232  {
233    firingWeapon = this->configs[this->currConfID].slots[i];
234    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
235  }
236  this->crosshair->setRotationSpeed(500);
237  this->crossHairSizeAnim->replay();
238}
239
240
241/**
242 * triggers tick of all weapons in the current weaponconfig
243 * @param second passed since last tick
244 */
245void WeaponManager::tick(float dt)
246{
247  Weapon* w;
248  for(int i = 0; i < WM_MAX_SLOTS; ++i)
249  {
250    w = this->configs[this->currConfID].slots[i];
251    if( w != NULL && w->isActive())
252      w->tickW(dt);
253  }
254
255  crosshair->setRotationSpeed(5);
256}
257
258
259/**
260 * triggers draw of all weapons in the current weaponconfig
261 */
262void WeaponManager::draw()
263{
264  Weapon* w;
265  for (int j = 0; j < 4; ++j )
266  for(int i = 0; i < WM_MAX_SLOTS; ++i)
267  {
268    w = this->configs[j].slots[i];
269    if( w != NULL && w->isVisible())
270      w->draw();
271  }
272}
273
274
275/**
276 * private gets the next free slot in a certain weaponconfig
277 * @param the selected weaponconfig
278 */
279int WeaponManager::getNextFreeSlot(int configID)
280{
281  for( int i = 0; i < WM_MAX_SLOTS; ++i)
282  {
283    if( this->configs[configID].slots[i] == NULL)
284      return i;
285  }
286  return -1;
287}
288
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