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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14 | co-programmer: Benjamin Grauer |
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15 | |
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16 | 2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. |
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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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23 | #include "crosshair.h" |
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24 | |
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25 | #include "load_param.h" |
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26 | #include "factory.h" |
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27 | #include "vector.h" |
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28 | #include "list.h" |
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29 | #include "t_animation.h" |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | |
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34 | /** |
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35 | * this initializes the weaponManager for a given nnumber of weapon slots |
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36 | * @param number of weapon slots of the model/ship <= 8 (limitied) |
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37 | */ |
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38 | WeaponManager::WeaponManager(unsigned int slotCount) |
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39 | { |
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40 | this->init(); |
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41 | this->setSlotCount(slotCount); |
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42 | } |
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43 | |
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44 | WeaponManager::WeaponManager(const TiXmlElement* root) |
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45 | { |
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46 | this->init(); |
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47 | this->loadParams(root); |
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48 | } |
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49 | |
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50 | /** |
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51 | * Destroys a WeaponManager |
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52 | */ |
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53 | WeaponManager::~WeaponManager() |
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54 | { |
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55 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
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56 | //delete this->crosshair; |
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57 | } |
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58 | |
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59 | /** |
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60 | * initializes the WeaponManager |
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61 | */ |
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62 | void WeaponManager::init() |
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63 | { |
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64 | this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); |
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65 | |
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66 | this->parent = NULL; |
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67 | |
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68 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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69 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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70 | this->configs[i][j] = NULL; |
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71 | |
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72 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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73 | { |
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74 | this->currentSlotConfig[i].capability = WM_SLOTC_ALL; |
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75 | this->currentSlotConfig[i].currentWeapon = NULL; |
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76 | this->currentSlotConfig[i].nextWeapon = NULL; |
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77 | } |
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78 | |
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79 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
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80 | this->availiableWeapons[i] = NULL; |
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81 | |
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82 | |
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83 | this->currentConfigID = 0; |
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84 | this->slotCount = 2; |
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85 | this->weaponChange; |
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86 | |
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87 | // CROSSHAIR INITIALISATION |
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88 | this->crosshair = new Crosshair(); |
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89 | |
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90 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
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91 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
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92 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
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93 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
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94 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
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95 | } |
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96 | |
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97 | /** |
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98 | * loads the settings of the WeaponManager |
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99 | * @param root the XML-element to load from |
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100 | */ |
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101 | void WeaponManager::loadParams(const TiXmlElement* root) |
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102 | { |
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103 | static_cast<BaseObject*>(this)->loadParams(root); |
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104 | /* |
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105 | LoadParam<WeaponManager>(root, "slot-count", this, &WeaponManager::setSlotCount) |
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106 | .describe("how many slots(cannons) the WeaponManager can handle"); |
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107 | |
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108 | LOAD_PARAM_START_CYCLE; |
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109 | |
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110 | LoadParam<WeaponManager>(root, "Weapons", this, &WeaponManager::loadWeapons) |
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111 | .describe("loads Weapons"); |
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112 | // LoadParam<WeaponManager>(root, "Weapon", this, &WeaponManager::addWeapon); |
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113 | |
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114 | LOAD_PARAM_END_CYCLE;*/ |
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115 | } |
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116 | |
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117 | /** |
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118 | * loads a Weapon onto the WeaponManager |
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119 | * @param root the XML-element to load the Weapons from |
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120 | */ |
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121 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
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122 | { |
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123 | LOAD_PARAM_START_CYCLE; |
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124 | |
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125 | Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(element)); |
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126 | |
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127 | |
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128 | |
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129 | LOAD_PARAM_END_CYCLE; |
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130 | } |
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131 | |
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132 | |
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133 | /** |
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134 | * sets the number of Slots the WeaponManager has |
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135 | * @param slotCount the number of slots |
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136 | */ |
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137 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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138 | { |
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139 | if (slotCount <= WM_MAX_SLOTS) |
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140 | this->slotCount = slotCount; |
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141 | else |
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142 | this->slotCount = WM_MAX_SLOTS; |
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143 | } |
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144 | |
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145 | /** |
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146 | * adds a weapon to the selected weaponconfiguration into the selected slot |
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147 | * @param the weapon to add |
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148 | * @param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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149 | * @param an identifier for the weapon configuration, number between 0..3 |
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150 | * |
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151 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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152 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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153 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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154 | * a error message. |
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155 | */ |
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156 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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157 | { |
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158 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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159 | { |
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160 | PRINTF(2)("Slot %d of config %d is not availiabe\n", slotID, configID); |
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161 | return; |
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162 | } |
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163 | |
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164 | if (this->configs[configID][slotID] != NULL && configID > 0 && slotID > 0) |
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165 | PRINTF(3)("Weapon-slot %d/%d of %s already poulated, overwriting\n", configID, slotID, this->getName()); |
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166 | |
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167 | if (slotID == -1) // WM_FREE_SLOT |
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168 | { |
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169 | slotID = this->getNextFreeSlot(configID); |
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170 | if( slotID < 0 || slotID >= this->slotCount) |
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171 | { |
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172 | PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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173 | return; |
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174 | } |
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175 | } |
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176 | this->configs[configID][slotID] = weapon; |
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177 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
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178 | } |
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179 | |
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180 | /** |
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181 | * removes a Weapon from the WeaponManager |
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182 | */ |
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183 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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184 | { |
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185 | /* empty */ |
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186 | } |
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187 | |
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188 | |
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189 | /** |
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190 | * changes to the next weapon configuration |
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191 | * |
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192 | * if there are multiple weapon configurations defined by the manager, use this to switch between them |
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193 | * this function will deactivate the weapons first, change the config and reactivate them later |
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194 | */ |
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195 | void WeaponManager::nextWeaponConf() |
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196 | { |
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197 | PRINTF(4)("Changing weapon configuration: from %i to next\n", this->currentConfigID); |
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198 | |
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199 | ++this->currentConfigID; |
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200 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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201 | this->currentConfigID = 0; |
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202 | |
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203 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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204 | { |
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205 | this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; |
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206 | if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon && this->currentSlotConfig[i].currentWeapon != NULL) |
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207 | (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE)); |
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208 | } |
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209 | |
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210 | this->debug(); |
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211 | } |
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212 | |
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213 | |
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214 | /** |
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215 | * triggers fire of all weapons in the current weaponconfig |
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216 | */ |
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217 | void WeaponManager::fire() |
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218 | { |
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219 | Weapon* firingWeapon; |
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220 | for(int i = 0; i < this->slotCount; i++) |
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221 | { |
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222 | firingWeapon = this->currentSlotConfig[i].currentWeapon; |
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223 | if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); |
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224 | } |
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225 | this->crosshair->setRotationSpeed(500); |
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226 | this->crossHairSizeAnim->replay(); |
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227 | } |
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228 | |
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229 | |
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230 | /** |
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231 | * triggers tick of all weapons in the current weaponconfig |
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232 | * @param second passed since last tick |
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233 | */ |
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234 | void WeaponManager::tick(float dt) |
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235 | { |
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236 | Weapon* tickWeapon; |
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237 | |
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238 | // all weapons |
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239 | for(int i = 0; i < this->slotCount; i++) |
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240 | { |
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241 | |
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242 | tickWeapon = this->currentSlotConfig[i].currentWeapon; |
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243 | if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures |
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244 | { |
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245 | if (tickWeapon != NULL && tickWeapon->isActive()) |
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246 | { |
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247 | tickWeapon->requestAction(WA_DEACTIVATE); |
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248 | } |
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249 | else |
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250 | { |
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251 | tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; |
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252 | if (tickWeapon != NULL) |
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253 | tickWeapon->requestAction(WA_ACTIVATE); |
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254 | } |
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255 | } |
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256 | |
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257 | if( tickWeapon != NULL && tickWeapon->isActive()) |
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258 | tickWeapon->tickW(dt); |
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259 | } |
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260 | |
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261 | crosshair->setRotationSpeed(5); |
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262 | } |
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263 | |
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264 | |
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265 | /** |
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266 | * triggers draw of all weapons in the current weaponconfig |
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267 | */ |
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268 | void WeaponManager::draw() const |
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269 | { |
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270 | Weapon* drawWeapon; |
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271 | for (int i = 0; i < this->slotCount; i++) |
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272 | { |
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273 | drawWeapon = this->currentSlotConfig[i].currentWeapon; |
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274 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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275 | drawWeapon->draw(); |
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276 | } |
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277 | } |
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278 | |
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279 | |
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280 | /** |
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281 | * private gets the next free slot in a certain weaponconfig |
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282 | * @param the selected weaponconfig |
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283 | */ |
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284 | int WeaponManager::getNextFreeSlot(int configID) |
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285 | { |
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286 | for( int i = 0; i < this->slotCount; ++i) |
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287 | { |
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288 | if( this->configs[configID][i] == NULL) |
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289 | return i; |
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290 | } |
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291 | return -1; |
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292 | } |
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293 | |
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294 | |
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295 | |
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296 | void WeaponManager::debug() const |
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297 | { |
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298 | PRINT(3)("WeaponManager Debug Information\n"); |
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299 | PRINT(3)("-------------------------------\n"); |
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300 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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301 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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302 | { |
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303 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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304 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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305 | { |
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306 | if (this->configs[i][j] != NULL) |
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307 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); |
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308 | } |
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309 | } |
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310 | } |
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