| 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 | #include "null_parent.h" | 
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| 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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| 36 |  * this initializes the weaponManager for a given nnumber of weapon slots | 
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| 37 |  * @param number of weapon slots of the model/ship <= 8 (limitied) | 
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| 38 |  */ | 
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| 39 | WeaponManager::WeaponManager(PNode* parent) | 
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| 40 | { | 
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| 41 |   this->init(); | 
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| 42 |   this->setParent(parent); | 
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| 43 | } | 
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| 44 |  | 
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| 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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| 50 |  | 
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| 51 | /** | 
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| 52 |  * Destroys a WeaponManager | 
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| 53 |  */ | 
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| 54 | WeaponManager::~WeaponManager() | 
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| 55 | { | 
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| 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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| 58 | } | 
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| 59 |  | 
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| 60 | /** | 
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| 61 |  * initializes the WeaponManager | 
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| 62 |  */ | 
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| 63 | void WeaponManager::init() | 
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| 64 | { | 
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| 65 |   this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); | 
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| 66 |  | 
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| 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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| 74 |   { | 
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| 75 |     this->currentSlotConfig[i].capability = WTYPE_ALL; | 
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| 76 |     this->currentSlotConfig[i].currentWeapon = NULL; | 
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| 77 |     this->currentSlotConfig[i].nextWeapon = NULL; | 
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| 78 |  | 
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| 79 |     // NAMING | 
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| 80 |     char* tmpName; | 
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| 81 |     if (this->getName()) | 
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| 82 |     { | 
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| 83 |       tmpName = new char[strlen(this->getName()) + 10]; | 
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| 84 |       sprintf(tmpName, "%s_slot%d", this->getName(), i); | 
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| 85 |     } | 
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| 86 |     else | 
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| 87 |     { | 
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| 88 |       tmpName = new char[30]; | 
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| 89 |       sprintf(tmpName, "WeaponMan_slot%d", i); | 
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| 90 |     } | 
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| 91 |     this->currentSlotConfig[i].position.setName(tmpName); | 
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| 92 |     delete[] tmpName; | 
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| 93 |   } | 
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| 94 |  | 
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| 95 |   for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) | 
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| 96 |     this->availiableWeapons[i] = NULL; | 
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| 97 |  | 
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| 98 |  | 
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| 99 |   this->currentConfigID = 0; | 
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| 100 |   this->slotCount = 2; | 
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| 101 |   this->weaponChange; | 
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| 102 |  | 
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| 103 |   // CROSSHAIR INITIALISATION | 
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| 104 |   this->crosshair = new Crosshair(); | 
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| 105 |  | 
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| 106 |   this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); | 
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| 107 |   this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); | 
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| 108 |   this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); | 
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| 109 |   this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); | 
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| 110 |   this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); | 
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| 111 | } | 
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| 112 |  | 
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| 113 | /** | 
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| 114 |  * loads the settings of the WeaponManager | 
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| 115 |  * @param root the XML-element to load from | 
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| 116 |  */ | 
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| 117 | void WeaponManager::loadParams(const TiXmlElement* root) | 
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| 118 | { | 
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| 119 |   static_cast<BaseObject*>(this)->loadParams(root); | 
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| 120 |  | 
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| 121 |   LoadParam<WeaponManager>(root, "slot-count", this, &WeaponManager::setSlotCount) | 
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| 122 |       .describe("how many slots(cannons) the WeaponManager can handle"); | 
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| 123 |  | 
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| 124 |   LOAD_PARAM_START_CYCLE; | 
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| 125 |  | 
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| 126 |   LoadParam<WeaponManager>(element, "weapons", this, &WeaponManager::loadWeapons) | 
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| 127 |       .describe("loads Weapons"); | 
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| 128 |       // LoadParam<WeaponManager>(root, "Weapon", this, &WeaponManager::addWeapon); | 
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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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| 133 | /** | 
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| 134 |  * loads a Weapon onto the WeaponManager | 
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| 135 |  * @param root the XML-element to load the Weapons from | 
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| 136 |  */ | 
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| 137 | void WeaponManager::loadWeapons(const TiXmlElement* root) | 
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| 138 | { | 
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| 139 |   LOAD_PARAM_START_CYCLE; | 
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| 140 |  | 
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| 141 |   Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(element)); | 
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| 142 |  | 
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| 143 |  | 
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| 144 |  | 
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| 145 |   LOAD_PARAM_END_CYCLE; | 
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| 146 | } | 
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| 147 |  | 
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| 148 | /** | 
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| 149 |  * sets the Parent of the WeaponManager. | 
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| 150 |  * @param parent the parent of the WeaponManager | 
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| 151 |  * | 
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| 152 |  * this is used, to identify to which ship/man/whatever this WeaponManager is connected. | 
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| 153 |  * also all the Slots will be subconnected to this parent. | 
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| 154 |  */ | 
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| 155 | void WeaponManager::setParent(PNode* parent) | 
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| 156 | { | 
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| 157 |   if (parent == NULL) | 
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| 158 |     parent = NullParent::getInstance(); | 
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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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| 167 | /** | 
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| 168 |  * sets the number of Slots the WeaponManager has | 
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| 169 |  * @param slotCount the number of slots | 
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| 170 |  */ | 
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| 171 | void WeaponManager::setSlotCount(unsigned int slotCount) | 
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| 172 | { | 
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| 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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| 177 | } | 
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| 178 |  | 
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| 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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| 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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| 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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| 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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| 204 | /** | 
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| 205 |  * adds a weapon to the selected weaponconfiguration into the selected slot | 
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| 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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| 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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| 211 |  * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free | 
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| 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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| 214 |  */ | 
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| 215 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 216 | { | 
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| 217 |   if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) | 
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| 218 |   { | 
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| 219 |     PRINTF(2)("Slot %d of config %d is not availiabe\n", slotID, configID); | 
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| 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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| 228 |     slotID = this->getNextFreeSlot(configID); | 
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| 229 |     if( slotID < 0 || slotID >= this->slotCount) | 
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| 230 |     { | 
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| 231 |       PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); | 
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| 232 |       return; | 
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| 233 |     } | 
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| 234 |   } | 
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| 235 |  | 
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| 236 |   //! @todo check if the weapon is already assigned to another config in another slot | 
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| 237 |  | 
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| 238 |   this->configs[configID][slotID] = weapon; | 
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| 239 |   if (this->parent != NULL) | 
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| 240 |     weapon->setParent(parent); | 
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| 241 |   PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); | 
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| 242 | } | 
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| 243 |  | 
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| 244 | /** | 
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| 245 |  * sets the capabilities of a Slot | 
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| 246 |  * @param slot the slot to set the capability | 
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| 247 |  * @param slotCapability the capability @see WM_SlotCapability | 
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| 248 |  */ | 
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| 249 | void WeaponManager::setSlotCapability(int slot, long slotCapability) | 
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| 250 | { | 
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| 251 |   if (slot > slotCount) | 
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| 252 |     return; | 
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| 253 |   this->currentSlotConfig[slot].capability = slotCapability; | 
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| 254 | } | 
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| 255 |  | 
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| 256 |  | 
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| 257 | /** | 
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| 258 |  * removes a Weapon from the WeaponManager | 
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| 259 |  * | 
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| 260 |  * !! The weapon must be inactive before you can delete it,    !! | 
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| 261 |  * !! because it will still be deactivated (if it is selected) !! | 
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| 262 |  */ | 
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| 263 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) | 
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| 264 | { | 
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| 265 |   if (weapon == NULL) | 
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| 266 |     return; | 
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| 267 |   if (configID < 0) | 
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| 268 |   { | 
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| 269 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 270 |     { | 
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| 271 |       for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 272 |       { | 
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| 273 |         if (this->configs[i][j] == weapon) | 
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| 274 |           this->configs[i][j] = NULL; | 
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| 275 |       } | 
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| 276 |       if (this->currentSlotConfig[j].currentWeapon == weapon) | 
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| 277 |       { | 
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| 278 |         this->currentSlotConfig[j].nextWeapon = NULL; | 
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| 279 |       } | 
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| 280 |     } | 
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| 281 |   } | 
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| 282 | } | 
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| 283 |  | 
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| 284 |  | 
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| 285 | /** | 
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| 286 |  * changes to the next weapon configuration | 
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| 287 |  */ | 
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| 288 | void WeaponManager::nextWeaponConfig() | 
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| 289 | { | 
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| 290 |   ++this->currentConfigID; | 
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| 291 |   if (this->currentConfigID >= WM_MAX_CONFIGS) | 
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| 292 |     this->currentConfigID = 0; | 
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| 293 |   this->changeWeaponConfig(this->currentConfigID); | 
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| 294 | } | 
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| 295 |  | 
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| 296 | /** | 
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| 297 |  * changes to the previous configuration | 
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| 298 |  */ | 
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| 299 | void WeaponManager::previousWeaponConfig() | 
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| 300 | { | 
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| 301 |   --this->currentConfigID; | 
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| 302 |   if (this->currentConfigID < 0) | 
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| 303 |     this->currentConfigID = WM_MAX_CONFIGS -1; | 
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| 304 |   this->changeWeaponConfig(this->currentConfigID); | 
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| 305 | } | 
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| 306 |  | 
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| 307 | /** | 
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| 308 |  * change to a desired configuration | 
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| 309 |  * @param weaponConfig the configuration to jump to. | 
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| 310 |  */ | 
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| 311 | void WeaponManager::changeWeaponConfig(int weaponConfig) | 
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| 312 | { | 
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| 313 |   this->currentConfigID = weaponConfig; | 
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| 314 |   PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); | 
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| 315 |   for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 316 |   { | 
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| 317 |     this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; | 
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| 318 |     if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon) | 
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| 319 |     { | 
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| 320 |       if (this->currentSlotConfig[i].currentWeapon != NULL) | 
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| 321 |         (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE)); | 
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| 322 |       if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive()) | 
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| 323 |         this->currentSlotConfig[i].nextWeapon = NULL; | 
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| 324 |     } | 
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| 325 |   } | 
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| 326 | } | 
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| 327 |  | 
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| 328 |  | 
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| 329 | /** | 
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| 330 |  * triggers fire of all weapons in the current weaponconfig | 
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| 331 |  */ | 
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| 332 | void WeaponManager::fire() | 
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| 333 | { | 
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| 334 |   Weapon* firingWeapon; | 
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| 335 |   for(int i = 0; i < this->slotCount; i++) | 
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| 336 |   { | 
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| 337 |     firingWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 338 |     if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); | 
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| 339 |   } | 
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| 340 |   this->crosshair->setRotationSpeed(500); | 
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| 341 |   this->crossHairSizeAnim->replay(); | 
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| 342 | } | 
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| 343 |  | 
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| 344 |  | 
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| 345 | /** | 
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| 346 |  * triggers tick of all weapons in the current weaponconfig | 
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| 347 |  * @param second passed since last tick | 
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| 348 |  */ | 
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| 349 | void WeaponManager::tick(float dt) | 
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| 350 | { | 
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| 351 |   Weapon* tickWeapon; | 
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| 352 |  | 
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| 353 |   // all weapons | 
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| 354 |   for(int i = 0; i < this->slotCount; i++) | 
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| 355 |   { | 
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| 356 |  | 
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| 357 |     tickWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 358 |     if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures | 
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| 359 |     { | 
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| 360 |       if (tickWeapon != NULL && tickWeapon->isActive()) | 
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| 361 |       { | 
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| 362 |         tickWeapon->requestAction(WA_DEACTIVATE); | 
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| 363 |       } | 
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| 364 |       else | 
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| 365 |       { | 
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| 366 |         tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; | 
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| 367 |         if (tickWeapon != NULL) | 
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| 368 |         { | 
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| 369 |           tickWeapon->requestAction(WA_ACTIVATE); | 
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| 370 |           tickWeapon->setParent(&this->currentSlotConfig[i].position); | 
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| 371 |         } | 
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| 372 |       } | 
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| 373 |     } | 
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| 374 |  | 
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| 375 |     if( tickWeapon != NULL && tickWeapon->isActive()) | 
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| 376 |       tickWeapon->tickW(dt); | 
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| 377 |   } | 
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| 378 |  | 
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| 379 |   crosshair->setRotationSpeed(5); | 
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| 380 | } | 
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| 381 |  | 
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| 382 |  | 
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| 383 | /** | 
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| 384 |  * triggers draw of all weapons in the current weaponconfig | 
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| 385 |  */ | 
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| 386 | void WeaponManager::draw() const | 
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| 387 | { | 
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| 388 |   Weapon* drawWeapon; | 
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| 389 |   for (int i = 0; i < this->slotCount; i++) | 
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| 390 |   { | 
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| 391 |     drawWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 392 |     if( drawWeapon != NULL && drawWeapon->isVisible()) | 
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| 393 |       drawWeapon->draw(); | 
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| 394 |   } | 
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| 395 | } | 
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| 396 |  | 
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| 397 |  | 
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| 398 | /** | 
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| 399 |  * private gets the next free slot in a certain weaponconfig | 
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| 400 |  * @param the selected weaponconfig | 
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| 401 |  */ | 
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| 402 | int WeaponManager::getNextFreeSlot(int configID) | 
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| 403 | { | 
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| 404 |   for( int i = 0; i < this->slotCount; ++i) | 
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| 405 |   { | 
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| 406 |     if( this->configs[configID][i] == NULL) | 
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| 407 |       return i; | 
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| 408 |   } | 
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| 409 |   return -1; | 
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| 410 | } | 
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| 411 |  | 
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| 412 |  | 
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| 413 |  | 
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| 414 | /** | 
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| 415 |  * outputs some nice debug information about the WeaponManager | 
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| 416 |  */ | 
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| 417 | void WeaponManager::debug() const | 
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| 418 | { | 
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| 419 |   PRINT(3)("WeaponManager Debug Information\n"); | 
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| 420 |   PRINT(3)("-------------------------------\n"); | 
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| 421 |   PRINT(3)("current Config is %d\n", this->currentConfigID); | 
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| 422 |   for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 423 |   { | 
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| 424 |     PRINT(3)("Listing Weapons in Configuration %d\n", i); | 
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| 425 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 426 |     { | 
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| 427 |       if (this->configs[i][j] != NULL) | 
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| 428 |         PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); | 
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| 429 |     } | 
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| 430 |   } | 
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| 431 | } | 
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