[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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[6055] | 27 | |
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[4837] | 28 | #include "t_animation.h" |
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[4826] | 29 | |
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| 30 | using namespace std; |
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| 31 | |
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| 32 | |
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| 33 | /** |
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[6054] | 34 | * @brief this initializes the weaponManager for a given nnumber of weapon slots |
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[4826] | 35 | * @param number of weapon slots of the model/ship <= 8 (limitied) |
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| 36 | */ |
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[6142] | 37 | WeaponManager::WeaponManager(WorldEntity* parent) |
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[4826] | 38 | { |
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[4833] | 39 | this->init(); |
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[4953] | 40 | this->setParent(parent); |
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[4826] | 41 | } |
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| 42 | |
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[4949] | 43 | WeaponManager::WeaponManager(const TiXmlElement* root) |
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| 44 | { |
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| 45 | this->init(); |
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| 46 | this->loadParams(root); |
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| 47 | } |
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[4826] | 48 | |
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[4833] | 49 | /** |
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[6054] | 50 | * @brief Destroys a WeaponManager |
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[4833] | 51 | */ |
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[4826] | 52 | WeaponManager::~WeaponManager() |
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| 53 | { |
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[4834] | 54 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
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| 55 | //delete this->crosshair; |
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[4826] | 56 | } |
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| 57 | |
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[4834] | 58 | /** |
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[6054] | 59 | * @brief initializes the WeaponManager |
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[4834] | 60 | */ |
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[4833] | 61 | void WeaponManager::init() |
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| 62 | { |
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| 63 | this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); |
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[4826] | 64 | |
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[4951] | 65 | this->parent = NULL; |
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| 66 | |
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| 67 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 68 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 69 | this->configs[i][j] = NULL; |
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| 70 | |
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| 71 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4833] | 72 | { |
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[4959] | 73 | this->currentSlotConfig[i].capability = WTYPE_ALL; |
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[4951] | 74 | this->currentSlotConfig[i].currentWeapon = NULL; |
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| 75 | this->currentSlotConfig[i].nextWeapon = NULL; |
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[4992] | 76 | |
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| 77 | // NAMING |
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| 78 | char* tmpName; |
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| 79 | if (this->getName()) |
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| 80 | { |
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| 81 | tmpName = new char[strlen(this->getName()) + 10]; |
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| 82 | sprintf(tmpName, "%s_slot%d", this->getName(), i); |
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| 83 | } |
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| 84 | else |
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| 85 | { |
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| 86 | tmpName = new char[30]; |
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| 87 | sprintf(tmpName, "WeaponMan_slot%d", i); |
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| 88 | } |
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| 89 | this->currentSlotConfig[i].position.setName(tmpName); |
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[6056] | 90 | this->currentSlotConfig[i].position.deactivateNode(); |
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[5208] | 91 | delete[] tmpName; |
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[4833] | 92 | } |
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[4895] | 93 | |
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[4951] | 94 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
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| 95 | this->availiableWeapons[i] = NULL; |
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[4895] | 96 | |
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| 97 | |
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[4951] | 98 | this->currentConfigID = 0; |
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| 99 | this->slotCount = 2; |
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| 100 | this->weaponChange; |
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[4895] | 101 | |
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[4951] | 102 | // CROSSHAIR INITIALISATION |
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[4834] | 103 | this->crosshair = new Crosshair(); |
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[4837] | 104 | |
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| 105 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
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| 106 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
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| 107 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
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| 108 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
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| 109 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
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[4834] | 110 | } |
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[4833] | 111 | |
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[4834] | 112 | /** |
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[4837] | 113 | * loads the settings of the WeaponManager |
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[4834] | 114 | * @param root the XML-element to load from |
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| 115 | */ |
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| 116 | void WeaponManager::loadParams(const TiXmlElement* root) |
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| 117 | { |
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| 118 | static_cast<BaseObject*>(this)->loadParams(root); |
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[4972] | 119 | |
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[5671] | 120 | LoadParam(root, "slot-count", this, WeaponManager, setSlotCount) |
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[4834] | 121 | .describe("how many slots(cannons) the WeaponManager can handle"); |
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| 122 | |
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[5644] | 123 | LOAD_PARAM_START_CYCLE(root, element); |
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[5654] | 124 | { |
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| 125 | // CHECK IF THIS WORKS.... |
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| 126 | LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) |
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| 127 | .describe("loads Weapons"); |
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| 128 | } |
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[5644] | 129 | LOAD_PARAM_END_CYCLE(element); |
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[4833] | 130 | } |
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| 131 | |
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[4826] | 132 | /** |
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[4834] | 133 | * loads a Weapon onto the WeaponManager |
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| 134 | * @param root the XML-element to load the Weapons from |
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| 135 | */ |
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| 136 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
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| 137 | { |
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[5644] | 138 | LOAD_PARAM_START_CYCLE(root, element); |
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[4834] | 139 | |
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[5982] | 140 | Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element)); |
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[5653] | 141 | /// @todo implement this !! |
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[4834] | 142 | |
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| 143 | |
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[5644] | 144 | LOAD_PARAM_END_CYCLE(element); |
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[4834] | 145 | } |
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| 146 | |
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[4992] | 147 | /** |
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| 148 | * sets the Parent of the WeaponManager. |
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| 149 | * @param parent the parent of the WeaponManager |
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| 150 | * |
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| 151 | * this is used, to identify to which ship/man/whatever this WeaponManager is connected. |
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| 152 | * also all the Slots will be subconnected to this parent. |
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[5435] | 153 | * |
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| 154 | * The reason this function exists is that the WeaponManager is neither a WorldEntity nor |
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| 155 | * a PNode. |
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[4992] | 156 | */ |
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[6142] | 157 | void WeaponManager::setParent(WorldEntity* parent) |
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[4953] | 158 | { |
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| 159 | this->parent = parent; |
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| 160 | if (this->parent != NULL) |
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| 161 | { |
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| 162 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 163 | this->parent->addChild(&this->currentSlotConfig[i].position); |
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| 164 | } |
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| 165 | } |
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| 166 | |
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[4834] | 167 | /** |
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| 168 | * sets the number of Slots the WeaponManager has |
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[4926] | 169 | * @param slotCount the number of slots |
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[4834] | 170 | */ |
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[4951] | 171 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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[4834] | 172 | { |
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[4951] | 173 | if (slotCount <= WM_MAX_SLOTS) |
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| 174 | this->slotCount = slotCount; |
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| 175 | else |
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| 176 | this->slotCount = WM_MAX_SLOTS; |
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[4834] | 177 | } |
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| 178 | |
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[4972] | 179 | |
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| 180 | /** |
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| 181 | * sets the position of the Slot relative to the parent |
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| 182 | * @param slot the slot to set-up |
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| 183 | * @param position the position of the given slot |
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| 184 | */ |
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[4953] | 185 | void WeaponManager::setSlotPosition(int slot, const Vector& position) |
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| 186 | { |
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| 187 | if (slot < this->slotCount) |
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| 188 | this->currentSlotConfig[slot].position.setRelCoor(position); |
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| 189 | } |
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| 190 | |
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[4972] | 191 | |
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| 192 | /** |
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| 193 | * sets the relative rotation of the slot to its parent |
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| 194 | * @param slot the slot to set-up |
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| 195 | * @param rotation the relative rotation of the given slot |
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| 196 | */ |
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[4969] | 197 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
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| 198 | { |
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| 199 | if (slot < this->slotCount) |
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| 200 | this->currentSlotConfig[slot].position.setRelDir(rotation); |
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| 201 | } |
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| 202 | |
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| 203 | |
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[4834] | 204 | /** |
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[4832] | 205 | * adds a weapon to the selected weaponconfiguration into the selected slot |
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[4972] | 206 | * @param weapon the weapon to add |
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| 207 | * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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| 208 | * @param slotID an identifier for the weapon configuration, number between 0..3 |
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[4832] | 209 | * |
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| 210 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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[4906] | 211 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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[4832] | 212 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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| 213 | * a error message. |
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[4826] | 214 | */ |
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[4832] | 215 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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[4826] | 216 | { |
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[4951] | 217 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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[4826] | 218 | { |
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[5440] | 219 | PRINTF(2)("Slot %d of config %d is not availiabe (max: %d)\n", slotID, configID, this->slotCount); |
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[4951] | 220 | return; |
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| 221 | } |
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| 222 | |
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| 223 | if (this->configs[configID][slotID] != NULL && configID > 0 && slotID > 0) |
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| 224 | PRINTF(3)("Weapon-slot %d/%d of %s already poulated, overwriting\n", configID, slotID, this->getName()); |
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| 225 | |
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| 226 | if (slotID == -1) // WM_FREE_SLOT |
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| 227 | { |
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[5441] | 228 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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[4951] | 229 | if( slotID < 0 || slotID >= this->slotCount) |
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[4826] | 230 | { |
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[5441] | 231 | PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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[4826] | 232 | return; |
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| 233 | } |
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| 234 | } |
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[4953] | 235 | |
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[5441] | 236 | if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) && |
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| 237 | this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS) |
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| 238 | { |
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| 239 | PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", |
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| 240 | slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability); |
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| 241 | return; |
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| 242 | } |
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| 243 | |
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[4953] | 244 | //! @todo check if the weapon is already assigned to another config in another slot |
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[4951] | 245 | this->configs[configID][slotID] = weapon; |
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[4953] | 246 | if (this->parent != NULL) |
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[6142] | 247 | { |
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| 248 | this->parent->addChild(weapon); |
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| 249 | } |
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[4826] | 250 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
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| 251 | } |
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| 252 | |
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[4834] | 253 | /** |
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[4954] | 254 | * sets the capabilities of a Slot |
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| 255 | * @param slot the slot to set the capability |
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| 256 | * @param slotCapability the capability @see WM_SlotCapability |
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| 257 | */ |
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| 258 | void WeaponManager::setSlotCapability(int slot, long slotCapability) |
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| 259 | { |
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| 260 | if (slot > slotCount) |
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| 261 | return; |
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| 262 | this->currentSlotConfig[slot].capability = slotCapability; |
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| 263 | } |
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| 264 | |
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| 265 | |
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| 266 | /** |
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[4834] | 267 | * removes a Weapon from the WeaponManager |
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[4954] | 268 | * |
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| 269 | * !! The weapon must be inactive before you can delete it, !! |
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| 270 | * !! because it will still be deactivated (if it is selected) !! |
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[4834] | 271 | */ |
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[4826] | 272 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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| 273 | { |
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[4954] | 274 | if (weapon == NULL) |
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| 275 | return; |
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| 276 | if (configID < 0) |
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| 277 | { |
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| 278 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 279 | { |
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| 280 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 281 | { |
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| 282 | if (this->configs[i][j] == weapon) |
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| 283 | this->configs[i][j] = NULL; |
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| 284 | } |
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| 285 | if (this->currentSlotConfig[j].currentWeapon == weapon) |
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| 286 | { |
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| 287 | this->currentSlotConfig[j].nextWeapon = NULL; |
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| 288 | } |
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| 289 | } |
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| 290 | } |
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[4826] | 291 | } |
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| 292 | |
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| 293 | |
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| 294 | /** |
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[4832] | 295 | * changes to the next weapon configuration |
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[4826] | 296 | */ |
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[4954] | 297 | void WeaponManager::nextWeaponConfig() |
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[4826] | 298 | { |
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[4951] | 299 | ++this->currentConfigID; |
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| 300 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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| 301 | this->currentConfigID = 0; |
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[4952] | 302 | this->changeWeaponConfig(this->currentConfigID); |
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| 303 | } |
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[4826] | 304 | |
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[4953] | 305 | /** |
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| 306 | * changes to the previous configuration |
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| 307 | */ |
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[4952] | 308 | void WeaponManager::previousWeaponConfig() |
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| 309 | { |
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| 310 | --this->currentConfigID; |
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| 311 | if (this->currentConfigID < 0) |
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| 312 | this->currentConfigID = WM_MAX_CONFIGS -1; |
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| 313 | this->changeWeaponConfig(this->currentConfigID); |
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| 314 | } |
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| 315 | |
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[4953] | 316 | /** |
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| 317 | * change to a desired configuration |
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| 318 | * @param weaponConfig the configuration to jump to. |
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| 319 | */ |
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[4952] | 320 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
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| 321 | { |
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| 322 | this->currentConfigID = weaponConfig; |
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| 323 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
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[4951] | 324 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4826] | 325 | { |
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[4951] | 326 | this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; |
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[4953] | 327 | if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon) |
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| 328 | { |
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| 329 | if (this->currentSlotConfig[i].currentWeapon != NULL) |
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| 330 | (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE)); |
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| 331 | if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive()) |
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| 332 | this->currentSlotConfig[i].nextWeapon = NULL; |
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| 333 | } |
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[4951] | 334 | } |
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[4826] | 335 | } |
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| 336 | |
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| 337 | |
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| 338 | /** |
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[4832] | 339 | * triggers fire of all weapons in the current weaponconfig |
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[4826] | 340 | */ |
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[4832] | 341 | void WeaponManager::fire() |
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[4826] | 342 | { |
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| 343 | Weapon* firingWeapon; |
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[4951] | 344 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 345 | { |
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[4951] | 346 | firingWeapon = this->currentSlotConfig[i].currentWeapon; |
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[4885] | 347 | if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); |
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[4826] | 348 | } |
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[4837] | 349 | this->crosshair->setRotationSpeed(500); |
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| 350 | this->crossHairSizeAnim->replay(); |
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[4826] | 351 | } |
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| 352 | |
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| 353 | |
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| 354 | /** |
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[4832] | 355 | * triggers tick of all weapons in the current weaponconfig |
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| 356 | * @param second passed since last tick |
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[4826] | 357 | */ |
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[4833] | 358 | void WeaponManager::tick(float dt) |
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[4826] | 359 | { |
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[4951] | 360 | Weapon* tickWeapon; |
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| 361 | |
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| 362 | // all weapons |
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| 363 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 364 | { |
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[4951] | 365 | |
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| 366 | tickWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 367 | if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures |
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| 368 | { |
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| 369 | if (tickWeapon != NULL && tickWeapon->isActive()) |
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| 370 | { |
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| 371 | tickWeapon->requestAction(WA_DEACTIVATE); |
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| 372 | } |
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| 373 | else |
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| 374 | { |
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[6142] | 375 | if (this->currentSlotConfig[i].currentWeapon != NULL) |
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| 376 | this->currentSlotConfig[i].currentWeapon->toList(OM_NULL); |
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[4951] | 377 | tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; |
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| 378 | if (tickWeapon != NULL) |
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[4953] | 379 | { |
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[4951] | 380 | tickWeapon->requestAction(WA_ACTIVATE); |
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[4953] | 381 | tickWeapon->setParent(&this->currentSlotConfig[i].position); |
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[6142] | 382 | tickWeapon->toList(this->parent->getOMListNumber()); |
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[6055] | 383 | this->currentSlotConfig[i].position.activateNode(); |
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[4953] | 384 | } |
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[6055] | 385 | else |
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| 386 | this->currentSlotConfig[i].position.deactivateNode(); |
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[4951] | 387 | } |
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| 388 | } |
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| 389 | |
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| 390 | if( tickWeapon != NULL && tickWeapon->isActive()) |
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| 391 | tickWeapon->tickW(dt); |
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[4826] | 392 | } |
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[4834] | 393 | |
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| 394 | crosshair->setRotationSpeed(5); |
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[4826] | 395 | } |
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| 396 | |
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| 397 | |
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| 398 | /** |
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[4832] | 399 | * triggers draw of all weapons in the current weaponconfig |
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[4826] | 400 | */ |
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[4951] | 401 | void WeaponManager::draw() const |
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[4826] | 402 | { |
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[4951] | 403 | Weapon* drawWeapon; |
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| 404 | for (int i = 0; i < this->slotCount; i++) |
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[4826] | 405 | { |
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[4951] | 406 | drawWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 407 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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| 408 | drawWeapon->draw(); |
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[4826] | 409 | } |
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| 410 | } |
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| 411 | |
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| 412 | |
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| 413 | /** |
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[4832] | 414 | * private gets the next free slot in a certain weaponconfig |
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| 415 | * @param the selected weaponconfig |
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[4826] | 416 | */ |
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[5440] | 417 | int WeaponManager::getNextFreeSlot(int configID, long capability) |
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[4826] | 418 | { |
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[4951] | 419 | for( int i = 0; i < this->slotCount; ++i) |
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[4826] | 420 | { |
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[5440] | 421 | if( this->configs[configID][i] == NULL && |
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[5441] | 422 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && |
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| 423 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) |
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[4826] | 424 | return i; |
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| 425 | } |
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| 426 | return -1; |
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| 427 | } |
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| 428 | |
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[4951] | 429 | |
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| 430 | |
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[4953] | 431 | /** |
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| 432 | * outputs some nice debug information about the WeaponManager |
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| 433 | */ |
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[4951] | 434 | void WeaponManager::debug() const |
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| 435 | { |
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| 436 | PRINT(3)("WeaponManager Debug Information\n"); |
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| 437 | PRINT(3)("-------------------------------\n"); |
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| 438 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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| 439 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 440 | { |
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| 441 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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| 442 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 443 | { |
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| 444 | if (this->configs[i][j] != NULL) |
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| 445 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); |
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| 446 | } |
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| 447 | } |
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| 448 | } |
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