| 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 4 //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 | #include "class_list.h" | 
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| 25 |  | 
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| 26 | #include "playable.h" | 
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| 27 |  | 
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| 28 | #include "util/loading/load_param.h" | 
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| 29 | #include "util/loading/factory.h" | 
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| 30 |  | 
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| 31 | #include "t_animation.h" | 
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| 32 |  | 
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| 33 |  | 
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| 34 | /** | 
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| 35 |  * @brief this initializes the weaponManager for a given nnumber of weapon slots | 
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| 36 |  * @param number of weapon slots of the model/ship <= 8 (limitied) | 
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| 37 |  */ | 
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| 38 | WeaponManager::WeaponManager(WorldEntity* parent) | 
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| 39 | { | 
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| 40 |   this->init(); | 
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| 41 |   this->setParent(parent); | 
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| 42 | } | 
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| 43 |  | 
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| 44 | WeaponManager::WeaponManager(const TiXmlElement* root) | 
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| 45 | { | 
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| 46 |   this->init(); | 
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| 47 |   this->loadParams(root); | 
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| 48 | } | 
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| 49 |  | 
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| 50 | /** | 
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| 51 |  * @brief Destroys a WeaponManager | 
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| 52 |  */ | 
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| 53 | WeaponManager::~WeaponManager() | 
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| 54 | { | 
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| 55 |   // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) | 
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| 56 |   // rennerc: crosshair seems not to delete itselve | 
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| 57 |   if (ClassList::exists(this->crosshair, CL_CROSSHAIR)) | 
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| 58 |     delete this->crosshair; | 
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| 59 | } | 
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| 60 |  | 
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| 61 | /** | 
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| 62 |  * @brief initializes the WeaponManager | 
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| 63 |  */ | 
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| 64 | void WeaponManager::init() | 
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| 65 | { | 
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| 66 |   this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); | 
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| 67 |  | 
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| 68 |   this->parent = NULL; | 
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| 69 |  | 
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| 70 |   for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 71 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 72 |       this->configs[i][j] = NULL; | 
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| 73 |  | 
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| 74 |   for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 75 |   { | 
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| 76 |     this->currentSlotConfig[i].capability = WTYPE_ALL; | 
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| 77 |     this->currentSlotConfig[i].currentWeapon = NULL; | 
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| 78 |     this->currentSlotConfig[i].nextWeapon = NULL; | 
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| 79 |  | 
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| 80 |     // NAMING | 
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| 81 |     char* tmpName; | 
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| 82 |     if (this->getName()) | 
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| 83 |     { | 
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| 84 |       tmpName = new char[strlen(this->getName()) + 10]; | 
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| 85 |       sprintf(tmpName, "%s_slot%d", this->getName(), i); | 
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| 86 |     } | 
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| 87 |     else | 
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| 88 |     { | 
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| 89 |       tmpName = new char[30]; | 
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| 90 |       sprintf(tmpName, "WeaponMan_slot%d", i); | 
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| 91 |     } | 
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| 92 |     this->currentSlotConfig[i].position.setName(tmpName); | 
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| 93 |     this->currentSlotConfig[i].position.deactivateNode(); | 
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| 94 |     delete[] tmpName; | 
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| 95 |   } | 
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| 96 |  | 
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| 97 |   for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) | 
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| 98 |     this->availiableWeapons[i] = NULL; | 
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| 99 |  | 
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| 100 |  | 
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| 101 |   this->currentConfigID = 0; | 
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| 102 |   this->slotCount = 2; | 
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| 103 |   //this->weaponChange; | 
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| 104 |  | 
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| 105 |   // CROSSHAIR INITIALISATION | 
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| 106 |   this->crosshair = new Crosshair(); | 
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| 107 |   //this->crosshair->setRelCoor(1000,0,0); | 
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| 108 |   this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); | 
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| 109 |   this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); | 
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| 110 |   this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); | 
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| 111 |   this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); | 
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| 112 |   this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); | 
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| 113 | } | 
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| 114 |  | 
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| 115 | /** | 
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| 116 |  * @brief loads the settings of the WeaponManager | 
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| 117 |  * @param root the XML-element to load from | 
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| 118 |  */ | 
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| 119 | void WeaponManager::loadParams(const TiXmlElement* root) | 
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| 120 | { | 
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| 121 |   BaseObject::loadParams(root); | 
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| 122 |  | 
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| 123 |   LoadParam(root, "slot-count", this, WeaponManager, setSlotCount) | 
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| 124 |   .describe("how many slots(cannons) the WeaponManager can handle"); | 
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| 125 |  | 
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| 126 |   LOAD_PARAM_START_CYCLE(root, element); | 
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| 127 |   { | 
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| 128 |     // CHECK IF THIS WORKS.... | 
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| 129 |     LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) | 
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| 130 |     .describe("loads Weapons"); | 
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| 131 |   } | 
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| 132 |   LOAD_PARAM_END_CYCLE(element); | 
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| 133 | } | 
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| 134 |  | 
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| 135 | /** | 
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| 136 |  * @brief loads a Weapon onto the WeaponManager | 
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| 137 |  * @param root the XML-element to load the Weapons from | 
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| 138 |  */ | 
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| 139 | void WeaponManager::loadWeapons(const TiXmlElement* root) | 
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| 140 | { | 
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| 141 |   LOAD_PARAM_START_CYCLE(root, element); | 
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| 142 |  | 
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| 143 |   BaseObject* object = Factory::fabricate(element); | 
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| 144 |   if (object != NULL) | 
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| 145 |   { | 
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| 146 |     Weapon* newWeapon = dynamic_cast<Weapon*>(object); | 
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| 147 |     if (newWeapon == NULL) | 
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| 148 |       delete object; | 
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| 149 |   } | 
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| 150 |   LOAD_PARAM_END_CYCLE(element); | 
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| 151 | } | 
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| 152 |  | 
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| 153 | /** | 
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| 154 |  * @brief sets the Parent of the WeaponManager. | 
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| 155 |  * @param parent the parent of the WeaponManager | 
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| 156 |  * | 
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| 157 |  * this is used, to identify to which ship/man/whatever this WeaponManager is connected. | 
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| 158 |  * also all the Slots will be subconnected to this parent. | 
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| 159 |  * | 
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| 160 |  * The reason this function exists is that the WeaponManager is neither a WorldEntity nor | 
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| 161 |  * a PNode. | 
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| 162 |  */ | 
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| 163 | void WeaponManager::setParent(WorldEntity* parent) | 
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| 164 | { | 
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| 165 |   this->parent = parent; | 
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| 166 |   if (this->parent != NULL) | 
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| 167 |   { | 
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| 168 |     for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 169 |       this->parent->addChild(&this->currentSlotConfig[i].position); | 
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| 170 |   } | 
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| 171 | } | 
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| 172 |  | 
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| 173 | /** | 
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| 174 |  * @brief sets the number of Slots the WeaponManager has | 
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| 175 |  * @param slotCount the number of slots | 
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| 176 |  */ | 
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| 177 | void WeaponManager::setSlotCount(unsigned int slotCount) | 
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| 178 | { | 
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| 179 |   if (slotCount <= WM_MAX_SLOTS) | 
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| 180 |     this->slotCount = slotCount; | 
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| 181 |   else | 
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| 182 |     this->slotCount = WM_MAX_SLOTS; | 
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| 183 | } | 
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| 184 |  | 
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| 185 |  | 
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| 186 | /** | 
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| 187 |  * @brief sets the position of the Slot relative to the parent | 
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| 188 |  * @param slot the slot to set-up | 
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| 189 |  * @param position the position of the given slot | 
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| 190 |  */ | 
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| 191 | void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent) | 
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| 192 | { | 
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| 193 |   if (slot < this->slotCount) | 
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| 194 |   { | 
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| 195 |     this->currentSlotConfig[slot].position.setRelCoor(position); | 
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| 196 |  | 
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| 197 |     if (parent != NULL) | 
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| 198 |       this->currentSlotConfig[slot].position.setParent(parent); | 
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| 199 |   } | 
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| 200 | } | 
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| 201 |  | 
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| 202 |  | 
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| 203 | /** | 
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| 204 |  * @brief sets the relative rotation of the slot to its parent | 
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| 205 |  * @param slot the slot to set-up | 
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| 206 |  * @param rotation the relative rotation of the given slot | 
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| 207 |  */ | 
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| 208 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) | 
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| 209 | { | 
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| 210 |   if (slot < this->slotCount) | 
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| 211 |     this->currentSlotConfig[slot].position.setRelDir(rotation); | 
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| 212 | } | 
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| 213 |  | 
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| 214 |  | 
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| 215 | /** | 
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| 216 |  * @brief adds a weapon to the selected weaponconfiguration into the selected slot | 
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| 217 |  * @param weapon the weapon to add | 
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| 218 |  * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot | 
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| 219 |  * @param slotID an identifier for the weapon configuration, number between 0..3 | 
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| 220 |  * | 
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| 221 |  * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be | 
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| 222 |  * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free | 
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| 223 |  * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be | 
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| 224 |  * a error message. | 
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| 225 |  */ | 
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| 226 | bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) | 
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| 227 | { | 
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| 228 |   if ( weapon == NULL ) | 
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| 229 |     return false; | 
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| 230 |  | 
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| 231 |   if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) | 
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| 232 |   { | 
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| 233 |     PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount); | 
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| 234 |     if (configID >= WM_MAX_CONFIGS) | 
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| 235 |       configID = -1; | 
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| 236 |     if (slotID >= (int)this->slotCount) | 
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| 237 |       slotID = -1; | 
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| 238 |   } | 
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| 239 |   // if no ConfigID is supplied set to Current Config. | 
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| 240 |   if (configID <= -1) | 
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| 241 |     configID = this->currentConfigID; | 
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| 242 |   // | 
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| 243 |   if (configID > -1 && slotID == -1) | 
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| 244 |   { | 
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| 245 |     slotID = this->getNextFreeSlot(configID, weapon->getCapability()); | 
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| 246 |     if (slotID == -1) | 
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| 247 |       configID = -1; | 
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| 248 |   } | 
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| 249 |  | 
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| 250 |   if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL) | 
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| 251 |   { | 
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| 252 |     PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName()); | 
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| 253 |     return false; | 
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| 254 |   } | 
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| 255 |  | 
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| 256 |   if (slotID <= -1) // WM_FREE_SLOT | 
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| 257 |   { | 
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| 258 |     slotID = this->getNextFreeSlot(configID, weapon->getCapability()); | 
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| 259 |     if( slotID < 0 || slotID >= this->slotCount) | 
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| 260 |     { | 
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| 261 |       PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); | 
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| 262 |       return false; | 
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| 263 |     } | 
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| 264 |   } | 
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| 265 |  | 
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| 266 |   if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) && | 
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| 267 |       this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS) | 
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| 268 |   { | 
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| 269 |     PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", | 
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| 270 |               slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability); | 
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| 271 |     return false; | 
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| 272 |   } | 
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| 273 |  | 
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| 274 |   //! @todo check if the weapon is already assigned to another config in another slot | 
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| 275 |   if (this->configs[configID][slotID] != NULL) | 
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| 276 |     return false; | 
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| 277 |  | 
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| 278 |   this->configs[configID][slotID] = weapon; | 
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| 279 |   weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType())); | 
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| 280 |   if(configID == this->currentConfigID) | 
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| 281 |     this->currentSlotConfig[slotID].nextWeapon = weapon; | 
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| 282 |   if (this->parent != NULL) | 
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| 283 |   { | 
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| 284 |     this->parent->addChild(weapon); | 
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| 285 |     if (this->parent->isA(CL_PLAYABLE)) | 
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| 286 |       dynamic_cast<Playable*>(this->parent)->weaponConfigChanged(); | 
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| 287 |     weapon->setDefaultTarget(this->crosshair); | 
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| 288 |   } | 
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| 289 |   PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID); | 
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| 290 |   return true; | 
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| 291 | } | 
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| 292 |  | 
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| 293 | /** | 
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| 294 |  * @brief increases the Energy of the WeaponContainer of type (projectileType) | 
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| 295 |  * @param projectileType the type of weapon to increase Energy from | 
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| 296 |  * @param ammo the ammo to increase | 
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| 297 |  */ | 
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| 298 | float WeaponManager::increaseAmmunition(ClassID projectileType, float ammo) | 
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| 299 | { | 
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| 300 |   return this->getAmmoContainer(projectileType)->increaseEnergy(ammo); | 
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| 301 | } | 
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| 302 |  | 
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| 303 | /** | 
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| 304 |  * @brief does the same as the funtion inclreaseAmmunition, added four your convenience | 
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| 305 |  * @param weapon, the Weapon to read the ammo-info about. | 
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| 306 |  * @param ammo how much ammo to add. | 
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| 307 |  */ | 
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| 308 | float WeaponManager::inclreaseAmmunition(const Weapon* weapon, float ammo) | 
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| 309 | { | 
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| 310 |   assert (weapon != NULL); | 
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| 311 |   return this->increaseAmmunition(weapon->getLeafClassID(), ammo); | 
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| 312 |  | 
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| 313 | } | 
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| 314 |  | 
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| 315 |  | 
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| 316 | /** | 
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| 317 |  * sets the capabilities of a Slot | 
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| 318 |  * @param slot the slot to set the capability | 
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| 319 |  * @param slotCapability the capability @see WM_SlotCapability | 
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| 320 |  */ | 
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| 321 | void WeaponManager::setSlotCapability(int slot, long slotCapability) | 
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| 322 | { | 
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| 323 |   if (slot > slotCount) | 
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| 324 |     return; | 
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| 325 |   this->currentSlotConfig[slot].capability = slotCapability; | 
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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 |  * removes a Weapon from the WeaponManager | 
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| 331 |  * | 
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| 332 |  * !! The weapon must be inactive before you can delete it,    !! | 
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| 333 |  * !! because it will still be deactivated (if it is selected) !! | 
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| 334 |  */ | 
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| 335 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) | 
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| 336 | { | 
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| 337 |   if (weapon == NULL) | 
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| 338 |     return; | 
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| 339 |   if (configID < 0) | 
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| 340 |   { | 
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| 341 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 342 |     { | 
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| 343 |       for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 344 |       { | 
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| 345 |         if (this->configs[i][j] == weapon) | 
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| 346 |           this->configs[i][j] = NULL; | 
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| 347 |       } | 
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| 348 |       if (this->currentSlotConfig[j].currentWeapon == weapon) | 
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| 349 |       { | 
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| 350 |         this->currentSlotConfig[j].nextWeapon = NULL; | 
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| 351 |       } | 
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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 |  | 
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| 357 | /** | 
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| 358 |  * changes to the next weapon configuration | 
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| 359 |  */ | 
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| 360 | void WeaponManager::nextWeaponConfig() | 
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| 361 | { | 
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| 362 |   ++this->currentConfigID; | 
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| 363 |   if (this->currentConfigID >= WM_MAX_CONFIGS) | 
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| 364 |     this->currentConfigID = 0; | 
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| 365 |   this->changeWeaponConfig(this->currentConfigID); | 
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| 366 | } | 
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| 367 |  | 
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| 368 | /** | 
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| 369 |  * changes to the previous configuration | 
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| 370 |  */ | 
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| 371 | void WeaponManager::previousWeaponConfig() | 
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| 372 | { | 
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| 373 |   --this->currentConfigID; | 
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| 374 |   if (this->currentConfigID < 0) | 
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| 375 |     this->currentConfigID = WM_MAX_CONFIGS -1; | 
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| 376 |   this->changeWeaponConfig(this->currentConfigID); | 
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| 377 | } | 
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| 378 |  | 
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| 379 | /** | 
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| 380 |  * change to a desired configuration | 
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| 381 |  * @param weaponConfig the configuration to jump to. | 
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| 382 |  */ | 
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| 383 | void WeaponManager::changeWeaponConfig(int weaponConfig) | 
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| 384 | { | 
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| 385 |   this->currentConfigID = weaponConfig; | 
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| 386 |   PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); | 
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| 387 |   for (int i = 0; i < WM_MAX_SLOTS; i++) | 
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| 388 |     this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; | 
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| 389 | } | 
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| 390 |  | 
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| 391 |  | 
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| 392 | /** | 
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| 393 |  * triggers fire of all weapons in the current weaponconfig | 
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| 394 |  */ | 
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| 395 | void WeaponManager::fire() | 
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| 396 | { | 
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| 397 |   Weapon* firingWeapon; | 
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| 398 |   for(int i = 0; i < this->slotCount; i++) | 
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| 399 |   { | 
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| 400 |     firingWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 401 |     if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); | 
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| 402 |   } | 
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| 403 |   this->crosshair->setRotationSpeed(500); | 
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| 404 |   this->crossHairSizeAnim->replay(); | 
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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 |  * triggers tick of all weapons in the current weaponconfig | 
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| 410 |  * @param second passed since last tick | 
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| 411 |  */ | 
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| 412 | void WeaponManager::tick(float dt) | 
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| 413 | { | 
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| 414 |   Weapon* tickWeapon; | 
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| 415 |  | 
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| 416 |   for(int i = 0; i < this->slotCount; i++) | 
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| 417 |   { | 
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| 418 | /* | 
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| 419 |     NICE LITTLE DEBUG FUNCTION | 
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| 420 |        if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL) | 
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| 421 |       printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/ | 
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| 422 |  | 
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| 423 |     // current Weapon in Slot i | 
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| 424 |     tickWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 425 |     // On A change (current != next) | 
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| 426 |     if (tickWeapon != this->currentSlotConfig[i].nextWeapon) | 
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| 427 |     { | 
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| 428 |       // if a Weapon is Active in slot i, deactivate it. | 
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| 429 |       if (tickWeapon != NULL ) | 
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| 430 |       { | 
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| 431 |         if (tickWeapon->isActive()) | 
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| 432 |         { | 
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| 433 |           tickWeapon->requestAction(WA_DEACTIVATE); | 
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| 434 |           continue; | 
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| 435 |         } | 
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| 436 |         else | 
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| 437 |         { | 
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| 438 |           tickWeapon->toList(OM_NULL); | 
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| 439 |           this->currentSlotConfig[i].currentWeapon = NULL; | 
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| 440 |         } | 
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| 441 |       } | 
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| 442 |  | 
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| 443 |       // switching to next Weapon | 
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| 444 |       tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; | 
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| 445 |       if (tickWeapon != NULL) | 
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| 446 |       { | 
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| 447 |         if (this->parent != NULL) | 
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| 448 |           tickWeapon->toList(this->parent->getOMListNumber()); | 
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| 449 |         tickWeapon->requestAction(WA_ACTIVATE); | 
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| 450 |         this->currentSlotConfig[i].position.activateNode(); | 
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| 451 |         tickWeapon->setParent(&this->currentSlotConfig[i].position); | 
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| 452 |       } | 
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| 453 |       else | 
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| 454 |         this->currentSlotConfig[i].position.deactivateNode(); | 
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| 455 |       if (this->parent != NULL && this->parent->isA(CL_PLAYABLE)) | 
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| 456 |         dynamic_cast<Playable*>(this->parent)->weaponConfigChanged(); | 
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| 457 |     } | 
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| 458 |     else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING)) | 
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| 459 |       this->currentSlotConfig[i].nextWeapon = NULL; | 
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| 460 |   } | 
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| 461 | } | 
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| 462 |  | 
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| 463 |  | 
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| 464 | /** | 
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| 465 |  * triggers draw of all weapons in the current weaponconfig | 
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| 466 |  */ | 
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| 467 | void WeaponManager::draw() const | 
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| 468 | { | 
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| 469 |   assert(false || "must not be called"); | 
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| 470 |   Weapon* drawWeapon; | 
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| 471 |   for (int i = 0; i < this->slotCount; i++) | 
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| 472 |   { | 
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| 473 |     drawWeapon = this->currentSlotConfig[i].currentWeapon; | 
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| 474 |     if( drawWeapon != NULL && drawWeapon->isVisible()) | 
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| 475 |       drawWeapon->draw(); | 
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| 476 |   } | 
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| 477 | } | 
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| 478 |  | 
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| 479 |  | 
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| 480 | /** | 
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| 481 |  * private gets the next free slot in a certain weaponconfig | 
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| 482 |  * @param the selected weaponconfig -1 if none found | 
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| 483 |  */ | 
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| 484 | int WeaponManager::getNextFreeSlot(int configID, long capability) | 
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| 485 | { | 
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| 486 |   if (configID == -1) | 
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| 487 |   { | 
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| 488 |     for (configID = 0; configID < WM_MAX_CONFIGS; configID++) | 
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| 489 |       for( int i = 0; i < this->slotCount; ++i) | 
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| 490 |       { | 
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| 491 |         if( this->configs[configID][i] == NULL && | 
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| 492 |             (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && | 
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| 493 |             (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) | 
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| 494 |           return i; | 
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| 495 |       } | 
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| 496 |   } | 
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| 497 |   else | 
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| 498 |   { | 
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| 499 |     for( int i = 0; i < this->slotCount; ++i) | 
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| 500 |     { | 
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| 501 |       if( this->configs[configID][i] == NULL && | 
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| 502 |           (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && | 
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| 503 |           (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) | 
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| 504 |         return i; | 
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| 505 |     } | 
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| 506 |   } | 
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| 507 |   return -1; | 
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| 508 | } | 
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| 509 |  | 
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| 510 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType) | 
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| 511 | { | 
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| 512 |   for (unsigned int i = 0; i < this->ammo.size(); i++) | 
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| 513 |   { | 
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| 514 |     if (this->ammo[i]->getProjectileType() == projectileType) | 
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| 515 |       return this->ammo[i]; | 
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| 516 |   } | 
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| 517 |   this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType))); | 
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| 518 |   return this->ammo.back(); | 
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| 519 | } | 
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| 520 |  | 
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| 521 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon) | 
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| 522 | { | 
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| 523 |   assert (weapon != NULL); | 
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| 524 |   return (this->getAmmoContainer(weapon->getLeafClassID())); | 
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| 525 | } | 
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| 526 |  | 
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| 527 |  | 
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| 528 | /** | 
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| 529 |  * outputs some nice debug information about the WeaponManager | 
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| 530 |  */ | 
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| 531 | void WeaponManager::debug() const | 
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| 532 | { | 
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| 533 |   PRINT(3)("WeaponManager Debug Information\n"); | 
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| 534 |   PRINT(3)("-------------------------------\n"); | 
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| 535 |   PRINT(3)("current Config is %d\n", this->currentConfigID); | 
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| 536 |   for (int i = 0; i < WM_MAX_CONFIGS; i++) | 
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| 537 |   { | 
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| 538 |     PRINT(3)("Listing Weapons in Configuration %d\n", i); | 
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| 539 |     for (int j = 0; j < WM_MAX_SLOTS; j++) | 
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| 540 |     { | 
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| 541 |       if (this->configs[i][j] != NULL) | 
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| 542 |         PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); | 
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| 543 |     } | 
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| 544 |   } | 
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| 545 | } | 
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