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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/weapon_manager.cc @ 4969

Last change on this file since 4969 was 4969, checked in by bensch, 19 years ago

orxonox/trunk: ability to set a Slots Direction

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