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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon_manager.cc @ 6676

Last change on this file since 6676 was 6676, checked in by bensch, 18 years ago

trunk: weaponManager works again

File size: 13.7 KB
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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific
13   main-programmer: Patrick Boenzli
14   co-programmer: Benjamin Grauer
15
16   2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons.
17*/
18
19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
21#include "weapon_manager.h"
22#include "weapon.h"
23#include "crosshair.h"
24
25#include "playable.h"
26
27#include "load_param.h"
28#include "factory.h"
29
30#include "t_animation.h"
31
32using namespace std;
33
34
35/**
36 * @brief this initializes the weaponManager for a given nnumber of weapon slots
37 * @param number of weapon slots of the model/ship <= 8 (limitied)
38 */
39WeaponManager::WeaponManager(WorldEntity* parent)
40{
41  this->init();
42  this->setParent(parent);
43}
44
45WeaponManager::WeaponManager(const TiXmlElement* root)
46{
47  this->init();
48  this->loadParams(root);
49}
50
51/**
52 * @brief Destroys a WeaponManager
53 */
54WeaponManager::~WeaponManager()
55{
56  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
57  //delete this->crosshair;
58}
59
60/**
61 * @brief initializes the WeaponManager
62 */
63void WeaponManager::init()
64{
65  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
66
67  this->parent = NULL;
68
69  for (int i = 0; i < WM_MAX_CONFIGS; i++)
70    for (int j = 0; j < WM_MAX_SLOTS; j++)
71      this->configs[i][j] = NULL;
72
73  for (int i = 0; i < WM_MAX_SLOTS; i++)
74  {
75    this->currentSlotConfig[i].capability = WTYPE_ALL;
76    this->currentSlotConfig[i].currentWeapon = NULL;
77    this->currentSlotConfig[i].nextWeapon = NULL;
78
79    // NAMING
80    char* tmpName;
81    if (this->getName())
82    {
83      tmpName = new char[strlen(this->getName()) + 10];
84      sprintf(tmpName, "%s_slot%d", this->getName(), i);
85    }
86    else
87    {
88      tmpName = new char[30];
89      sprintf(tmpName, "WeaponMan_slot%d", i);
90    }
91    this->currentSlotConfig[i].position.setName(tmpName);
92    this->currentSlotConfig[i].position.deactivateNode();
93    delete[] tmpName;
94  }
95
96  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
97    this->availiableWeapons[i] = NULL;
98
99
100  this->currentConfigID = 0;
101  this->slotCount = 2;
102  this->weaponChange;
103
104  // CROSSHAIR INITIALISATION
105  this->crosshair = new Crosshair();
106
107  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
108  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
109  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
110  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
111  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
112}
113
114/**
115 * loads the settings of the WeaponManager
116 * @param root the XML-element to load from
117 */
118void WeaponManager::loadParams(const TiXmlElement* root)
119{
120  BaseObject::loadParams(root);
121
122  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
123      .describe("how many slots(cannons) the WeaponManager can handle");
124
125  LOAD_PARAM_START_CYCLE(root, element);
126  {
127    // CHECK IF THIS WORKS....
128    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
129        .describe("loads Weapons");
130  }
131  LOAD_PARAM_END_CYCLE(element);
132}
133
134/**
135 * loads a Weapon onto the WeaponManager
136 * @param root the XML-element to load the Weapons from
137 */
138void WeaponManager::loadWeapons(const TiXmlElement* root)
139{
140  LOAD_PARAM_START_CYCLE(root, element);
141
142  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element));
143  /// @todo implement this !!
144
145
146  LOAD_PARAM_END_CYCLE(element);
147}
148
149/**
150 * sets the Parent of the WeaponManager.
151 * @param parent the parent of the WeaponManager
152 *
153 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
154 * also all the Slots will be subconnected to this parent.
155 *
156 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
157 * a PNode.
158 */
159void WeaponManager::setParent(WorldEntity* parent)
160{
161  this->parent = parent;
162  if (this->parent != NULL)
163  {
164    for (int i = 0; i < WM_MAX_SLOTS; i++)
165      this->parent->addChild(&this->currentSlotConfig[i].position);
166  }
167}
168
169/**
170 * sets the number of Slots the WeaponManager has
171 * @param slotCount the number of slots
172 */
173void WeaponManager::setSlotCount(unsigned int slotCount)
174{
175  if (slotCount <= WM_MAX_SLOTS)
176    this->slotCount = slotCount;
177  else
178    this->slotCount = WM_MAX_SLOTS;
179}
180
181
182/**
183 * sets the position of the Slot relative to the parent
184 * @param slot the slot to set-up
185 * @param position the position of the given slot
186 */
187void WeaponManager::setSlotPosition(int slot, const Vector& position)
188{
189  if (slot < this->slotCount)
190    this->currentSlotConfig[slot].position.setRelCoor(position);
191}
192
193
194/**
195 * sets the relative rotation of the slot to its parent
196 * @param slot the slot to set-up
197 * @param rotation the relative rotation of the given slot
198 */
199void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
200{
201  if (slot < this->slotCount)
202    this->currentSlotConfig[slot].position.setRelDir(rotation);
203}
204
205
206bool WeaponManager::addWeapon(Weapon* weapon)
207{
208  int weaponConf = this->currentConfigID;
209  int slot;
210  if (slot = this->getNextFreeSlot(weaponConf, weapon->getCapability()) != -1 )
211    this->addWeapon(weapon, weaponConf, slot);
212  else
213    this->addWeapon(weapon, -1, -1);
214}
215
216/**
217 * adds a weapon to the selected weaponconfiguration into the selected slot
218 * @param weapon the weapon to add
219 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
220 * @param slotID an identifier for the weapon configuration, number between 0..3
221 *
222 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
223 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
224 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
225 * a error message.
226 */
227bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
228{
229  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
230  {
231    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d)\n", slotID, configID, this->slotCount);
232    return false;
233  }
234
235  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
236  {
237    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName());
238    return false;
239  }
240
241  if (slotID <= -1) // WM_FREE_SLOT
242  {
243    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
244    if( slotID < 0 || slotID >= this->slotCount)
245    {
246      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
247      return false;
248    }
249  }
250
251  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
252        this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
253  {
254    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
255              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
256    return false;
257  }
258
259  //! @todo check if the weapon is already assigned to another config in another slot
260  assert(this->configs[configID][slotID] == NULL);
261
262  this->configs[configID][slotID] = weapon;
263  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
264  if (this->parent != NULL)
265  {
266    this->parent->addChild(weapon);
267  }
268  PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID);
269  return true;
270}
271
272/**
273 * sets the capabilities of a Slot
274 * @param slot the slot to set the capability
275 * @param slotCapability the capability @see WM_SlotCapability
276 */
277void WeaponManager::setSlotCapability(int slot, long slotCapability)
278{
279  if (slot > slotCount)
280    return;
281  this->currentSlotConfig[slot].capability = slotCapability;
282}
283
284
285/**
286 * removes a Weapon from the WeaponManager
287 *
288 * !! The weapon must be inactive before you can delete it,    !!
289 * !! because it will still be deactivated (if it is selected) !!
290 */
291void WeaponManager::removeWeapon(Weapon* weapon, int configID)
292{
293  if (weapon == NULL)
294    return;
295  if (configID < 0)
296  {
297    for (int j = 0; j < WM_MAX_SLOTS; j++)
298    {
299      for (int i = 0; i < WM_MAX_CONFIGS; i++)
300      {
301        if (this->configs[i][j] == weapon)
302          this->configs[i][j] = NULL;
303      }
304      if (this->currentSlotConfig[j].currentWeapon == weapon)
305      {
306        this->currentSlotConfig[j].nextWeapon = NULL;
307      }
308    }
309  }
310}
311
312
313/**
314 * changes to the next weapon configuration
315 */
316void WeaponManager::nextWeaponConfig()
317{
318  ++this->currentConfigID;
319  if (this->currentConfigID >= WM_MAX_CONFIGS)
320    this->currentConfigID = 0;
321  this->changeWeaponConfig(this->currentConfigID);
322}
323
324/**
325 * changes to the previous configuration
326 */
327void WeaponManager::previousWeaponConfig()
328{
329  --this->currentConfigID;
330  if (this->currentConfigID < 0)
331    this->currentConfigID = WM_MAX_CONFIGS -1;
332  this->changeWeaponConfig(this->currentConfigID);
333}
334
335/**
336 * change to a desired configuration
337 * @param weaponConfig the configuration to jump to.
338 */
339void WeaponManager::changeWeaponConfig(int weaponConfig)
340{
341  this->currentConfigID = weaponConfig;
342  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
343  for (int i = 0; i < WM_MAX_SLOTS; i++)
344  {
345    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
346    if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon)
347    {
348      if (this->currentSlotConfig[i].currentWeapon != NULL)
349        (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE));
350      if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive())
351        this->currentSlotConfig[i].nextWeapon = NULL;
352    }
353  }
354}
355
356
357/**
358 * triggers fire of all weapons in the current weaponconfig
359 */
360void WeaponManager::fire()
361{
362  Weapon* firingWeapon;
363  for(int i = 0; i < this->slotCount; i++)
364  {
365    firingWeapon = this->currentSlotConfig[i].currentWeapon;
366    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
367  }
368  this->crosshair->setRotationSpeed(500);
369  this->crossHairSizeAnim->replay();
370}
371
372
373/**
374 * triggers tick of all weapons in the current weaponconfig
375 * @param second passed since last tick
376 */
377void WeaponManager::tick(float dt)
378{
379  Weapon* tickWeapon;
380
381  // all weapons
382  for(int i = 0; i < this->slotCount; i++)
383  {
384
385    tickWeapon = this->currentSlotConfig[i].currentWeapon;
386    if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures
387    {
388      if (tickWeapon != NULL && tickWeapon->isActive())
389      {
390        tickWeapon->requestAction(WA_DEACTIVATE);
391      }
392      else
393      {
394        if (this->currentSlotConfig[i].currentWeapon != NULL)
395          this->currentSlotConfig[i].currentWeapon->toList(OM_NULL);
396        tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
397        if (tickWeapon != NULL)
398        {
399          tickWeapon->requestAction(WA_ACTIVATE);
400          tickWeapon->setParent(&this->currentSlotConfig[i].position);
401          tickWeapon->toList(this->parent->getOMListNumber());
402          this->currentSlotConfig[i].position.activateNode();
403          if (this->parent->isA(CL_PLAYABLE))
404          {
405            dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
406          }
407        }
408        else
409          this->currentSlotConfig[i].position.deactivateNode();
410      }
411    }
412
413    if( tickWeapon != NULL && tickWeapon->isActive())
414      tickWeapon->tickW(dt);
415  }
416
417  crosshair->setRotationSpeed(5);
418}
419
420
421/**
422 * triggers draw of all weapons in the current weaponconfig
423 */
424void WeaponManager::draw() const
425{
426  Weapon* drawWeapon;
427  for (int i = 0; i < this->slotCount; i++)
428  {
429    drawWeapon = this->currentSlotConfig[i].currentWeapon;
430    if( drawWeapon != NULL && drawWeapon->isVisible())
431      drawWeapon->draw();
432  }
433}
434
435
436/**
437 * private gets the next free slot in a certain weaponconfig
438 * @param the selected weaponconfig -1 if none found
439 */
440int WeaponManager::getNextFreeSlot(int configID, long capability)
441{
442  if (configID == -1)
443  {
444    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
445      for( int i = 0; i < this->slotCount; ++i)
446      {
447        if( this->configs[configID][i] == NULL &&
448            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
449            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
450          return i;
451    }
452  }
453  else
454  {
455    for( int i = 0; i < this->slotCount; ++i)
456    {
457      if( this->configs[configID][i] == NULL &&
458          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
459          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
460        return i;
461    }
462  }
463  return -1;
464}
465
466CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType)
467{
468  for (unsigned int i = 0; i < this->ammo.size(); i++)
469  {
470    if (this->ammo[i]->getProjectileType() == projectileType)
471      return this->ammo[i];
472  }
473  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
474  return this->ammo.back();
475}
476
477
478/**
479 * outputs some nice debug information about the WeaponManager
480 */
481void WeaponManager::debug() const
482{
483  PRINT(3)("WeaponManager Debug Information\n");
484  PRINT(3)("-------------------------------\n");
485  PRINT(3)("current Config is %d\n", this->currentConfigID);
486  for (int i = 0; i < WM_MAX_CONFIGS; i++)
487  {
488    PRINT(3)("Listing Weapons in Configuration %d\n", i);
489    for (int j = 0; j < WM_MAX_SLOTS; j++)
490    {
491      if (this->configs[i][j] != NULL)
492        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
493    }
494  }
495}
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