| 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 | * The reason this function exists is that the WeaponManager is neither a WorldEntity nor |
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| 156 | * a PNode. |
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| 157 | */ |
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| 158 | void WeaponManager::setParent(PNode* parent) |
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| 159 | { |
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| 160 | if (parent == NULL) |
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| 161 | parent = NullParent::getInstance(); |
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| 162 | this->parent = parent; |
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| 163 | if (this->parent != NULL) |
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| 164 | { |
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| 165 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 166 | this->parent->addChild(&this->currentSlotConfig[i].position); |
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| 167 | } |
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| 168 | } |
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| 169 | |
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| 170 | /** |
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| 171 | * sets the number of Slots the WeaponManager has |
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| 172 | * @param slotCount the number of slots |
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| 173 | */ |
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| 174 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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| 175 | { |
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| 176 | if (slotCount <= WM_MAX_SLOTS) |
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| 177 | this->slotCount = slotCount; |
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| 178 | else |
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| 179 | this->slotCount = WM_MAX_SLOTS; |
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| 180 | } |
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| 181 | |
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| 182 | |
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| 183 | /** |
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| 184 | * sets the position of the Slot relative to the parent |
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| 185 | * @param slot the slot to set-up |
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| 186 | * @param position the position of the given slot |
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| 187 | */ |
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| 188 | void WeaponManager::setSlotPosition(int slot, const Vector& position) |
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| 189 | { |
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| 190 | if (slot < this->slotCount) |
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| 191 | this->currentSlotConfig[slot].position.setRelCoor(position); |
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| 192 | } |
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| 193 | |
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| 194 | |
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| 195 | /** |
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| 196 | * sets the relative rotation of the slot to its parent |
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| 197 | * @param slot the slot to set-up |
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| 198 | * @param rotation the relative rotation of the given slot |
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| 199 | */ |
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| 200 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
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| 201 | { |
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| 202 | if (slot < this->slotCount) |
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| 203 | this->currentSlotConfig[slot].position.setRelDir(rotation); |
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| 204 | } |
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| 205 | |
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| 206 | |
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| 207 | /** |
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| 208 | * adds a weapon to the selected weaponconfiguration into the selected slot |
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| 209 | * @param weapon the weapon to add |
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| 210 | * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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| 211 | * @param slotID an identifier for the weapon configuration, number between 0..3 |
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| 212 | * |
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| 213 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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| 214 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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| 215 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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| 216 | * a error message. |
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| 217 | */ |
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| 218 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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| 219 | { |
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| 220 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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| 221 | { |
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| 222 | PRINTF(2)("Slot %d of config %d is not availiabe (max: %d)\n", slotID, configID, this->slotCount); |
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| 223 | return; |
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| 224 | } |
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| 225 | |
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| 226 | if (this->configs[configID][slotID] != NULL && configID > 0 && slotID > 0) |
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| 227 | PRINTF(3)("Weapon-slot %d/%d of %s already poulated, overwriting\n", configID, slotID, this->getName()); |
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| 228 | |
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| 229 | if (slotID == -1) // WM_FREE_SLOT |
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| 230 | { |
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| 231 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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| 232 | if( slotID < 0 || slotID >= this->slotCount) |
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| 233 | { |
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| 234 | PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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| 235 | return; |
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| 236 | } |
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| 237 | } |
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| 238 | |
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| 239 | if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) && |
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| 240 | this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS) |
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| 241 | { |
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| 242 | PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", |
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| 243 | slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability); |
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| 244 | return; |
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| 245 | } |
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| 246 | |
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| 247 | //! @todo check if the weapon is already assigned to another config in another slot |
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| 248 | this->configs[configID][slotID] = weapon; |
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| 249 | if (this->parent != NULL) |
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| 250 | weapon->setParent(parent); |
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| 251 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
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| 252 | } |
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| 253 | |
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| 254 | /** |
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| 255 | * sets the capabilities of a Slot |
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| 256 | * @param slot the slot to set the capability |
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| 257 | * @param slotCapability the capability @see WM_SlotCapability |
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| 258 | */ |
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| 259 | void WeaponManager::setSlotCapability(int slot, long slotCapability) |
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| 260 | { |
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| 261 | if (slot > slotCount) |
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| 262 | return; |
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| 263 | this->currentSlotConfig[slot].capability = slotCapability; |
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| 264 | } |
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| 265 | |
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| 266 | |
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| 267 | /** |
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| 268 | * removes a Weapon from the WeaponManager |
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| 269 | * |
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| 270 | * !! The weapon must be inactive before you can delete it, !! |
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| 271 | * !! because it will still be deactivated (if it is selected) !! |
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| 272 | */ |
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| 273 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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| 274 | { |
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| 275 | if (weapon == NULL) |
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| 276 | return; |
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| 277 | if (configID < 0) |
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| 278 | { |
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| 279 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 280 | { |
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| 281 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 282 | { |
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| 283 | if (this->configs[i][j] == weapon) |
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| 284 | this->configs[i][j] = NULL; |
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| 285 | } |
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| 286 | if (this->currentSlotConfig[j].currentWeapon == weapon) |
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| 287 | { |
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| 288 | this->currentSlotConfig[j].nextWeapon = NULL; |
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| 289 | } |
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| 290 | } |
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| 291 | } |
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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 | * changes to the next weapon configuration |
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| 297 | */ |
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| 298 | void WeaponManager::nextWeaponConfig() |
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| 299 | { |
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| 300 | ++this->currentConfigID; |
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| 301 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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| 302 | this->currentConfigID = 0; |
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| 303 | this->changeWeaponConfig(this->currentConfigID); |
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| 304 | } |
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| 305 | |
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| 306 | /** |
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| 307 | * changes to the previous configuration |
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| 308 | */ |
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| 309 | void WeaponManager::previousWeaponConfig() |
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| 310 | { |
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| 311 | --this->currentConfigID; |
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| 312 | if (this->currentConfigID < 0) |
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| 313 | this->currentConfigID = WM_MAX_CONFIGS -1; |
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| 314 | this->changeWeaponConfig(this->currentConfigID); |
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| 315 | } |
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| 316 | |
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| 317 | /** |
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| 318 | * change to a desired configuration |
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| 319 | * @param weaponConfig the configuration to jump to. |
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| 320 | */ |
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| 321 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
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| 322 | { |
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| 323 | this->currentConfigID = weaponConfig; |
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| 324 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
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| 325 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 326 | { |
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| 327 | this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; |
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| 328 | if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon) |
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| 329 | { |
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| 330 | if (this->currentSlotConfig[i].currentWeapon != NULL) |
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| 331 | (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE)); |
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| 332 | if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive()) |
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| 333 | this->currentSlotConfig[i].nextWeapon = NULL; |
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| 334 | } |
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| 335 | } |
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| 336 | } |
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| 337 | |
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| 338 | |
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| 339 | /** |
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| 340 | * triggers fire of all weapons in the current weaponconfig |
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| 341 | */ |
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| 342 | void WeaponManager::fire() |
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| 343 | { |
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| 344 | Weapon* firingWeapon; |
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| 345 | for(int i = 0; i < this->slotCount; i++) |
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| 346 | { |
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| 347 | firingWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 348 | if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); |
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| 349 | } |
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| 350 | this->crosshair->setRotationSpeed(500); |
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| 351 | this->crossHairSizeAnim->replay(); |
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| 352 | } |
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| 353 | |
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| 354 | |
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| 355 | /** |
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| 356 | * triggers tick of all weapons in the current weaponconfig |
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| 357 | * @param second passed since last tick |
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| 358 | */ |
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| 359 | void WeaponManager::tick(float dt) |
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| 360 | { |
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| 361 | Weapon* tickWeapon; |
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| 362 | |
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| 363 | // all weapons |
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| 364 | for(int i = 0; i < this->slotCount; i++) |
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| 365 | { |
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| 366 | |
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| 367 | tickWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 368 | if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures |
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| 369 | { |
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| 370 | if (tickWeapon != NULL && tickWeapon->isActive()) |
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| 371 | { |
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| 372 | tickWeapon->requestAction(WA_DEACTIVATE); |
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| 373 | } |
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| 374 | else |
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| 375 | { |
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| 376 | tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; |
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| 377 | if (tickWeapon != NULL) |
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| 378 | { |
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| 379 | tickWeapon->requestAction(WA_ACTIVATE); |
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| 380 | tickWeapon->setParent(&this->currentSlotConfig[i].position); |
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| 381 | } |
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| 382 | } |
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| 383 | } |
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| 384 | |
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| 385 | if( tickWeapon != NULL && tickWeapon->isActive()) |
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| 386 | tickWeapon->tickW(dt); |
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| 387 | } |
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| 388 | |
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| 389 | crosshair->setRotationSpeed(5); |
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| 390 | } |
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| 391 | |
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| 392 | |
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| 393 | /** |
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| 394 | * triggers draw of all weapons in the current weaponconfig |
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| 395 | */ |
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| 396 | void WeaponManager::draw() const |
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| 397 | { |
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| 398 | Weapon* drawWeapon; |
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| 399 | for (int i = 0; i < this->slotCount; i++) |
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| 400 | { |
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| 401 | drawWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 402 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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| 403 | drawWeapon->draw(); |
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| 404 | } |
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| 405 | } |
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| 406 | |
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| 407 | |
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| 408 | /** |
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| 409 | * private gets the next free slot in a certain weaponconfig |
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| 410 | * @param the selected weaponconfig |
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| 411 | */ |
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| 412 | int WeaponManager::getNextFreeSlot(int configID, long capability) |
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| 413 | { |
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| 414 | for( int i = 0; i < this->slotCount; ++i) |
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| 415 | { |
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| 416 | if( this->configs[configID][i] == NULL && |
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| 417 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && |
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| 418 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) |
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| 419 | return i; |
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| 420 | } |
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| 421 | return -1; |
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| 422 | } |
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| 423 | |
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| 424 | |
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| 425 | |
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| 426 | /** |
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| 427 | * outputs some nice debug information about the WeaponManager |
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| 428 | */ |
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| 429 | void WeaponManager::debug() const |
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| 430 | { |
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| 431 | PRINT(3)("WeaponManager Debug Information\n"); |
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| 432 | PRINT(3)("-------------------------------\n"); |
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| 433 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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| 434 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 435 | { |
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| 436 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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| 437 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 438 | { |
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| 439 | if (this->configs[i][j] != NULL) |
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| 440 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); |
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| 441 | } |
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| 442 | } |
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| 443 | } |
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