[189] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * |
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| 4 | * |
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| 5 | * License notice: |
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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 3 of the License, or |
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| 10 | * (at your option) any later version. |
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| 11 | * |
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| 12 | * This program is distributed in the hope that it will be useful, |
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| 13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | * GNU General Public License for more details. |
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| 16 | * |
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| 17 | * You should have received a copy of the GNU General Public License |
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| 18 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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| 19 | * |
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| 20 | * |
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| 21 | * Author: |
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| 22 | * Reto Grieder |
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| 23 | * Co-authors: |
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| 24 | * ... |
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| 25 | * |
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| 26 | */ |
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| 27 | |
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| 28 | #include "OgreSceneManager.h" |
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| 29 | #include "OgreEntity.h" |
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| 30 | #include "OgreSceneNode.h" |
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| 31 | #include "OgreVector3.h" |
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| 32 | #include "OgreStringConverter.h" |
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| 33 | |
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| 34 | #include "weapon.h" |
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| 35 | #include "bullet.h" |
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| 36 | #include "bullet_manager.h" |
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| 37 | #include "inertial_node.h" |
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| 38 | #include "weapon_manager.h" |
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| 39 | |
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| 40 | #define ACTION_LIST_SIZE 4 |
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| 41 | |
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| 42 | |
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| 43 | namespace orxonox { |
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| 44 | namespace weapon { |
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| 45 | using namespace Ogre; |
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| 46 | |
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| 47 | Weapon** WeaponManager::weaponList_s = NULL; |
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| 48 | |
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| 49 | WeaponManager::WeaponManager(SceneManager *sceneMgr, InertialNode *node, |
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| 50 | BulletManager *bulletManager, int slotSize) |
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| 51 | : sceneMgr_(sceneMgr), node_(node), slotSize_(slotSize), slotIndex_(0), |
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| 52 | bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE), |
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| 53 | secondaryFireRequest_(false), selectedWeapon_(0), |
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| 54 | bulletManager_(bulletManager), |
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| 55 | actionListReadIndex_(0), actionListWriteIndex_(0) |
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| 56 | { |
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| 57 | slots_ = new Weapon*[slotSize]; |
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| 58 | actionList_ = new Action[ACTION_LIST_SIZE]; |
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| 59 | for (int i = 0; i < ACTION_LIST_SIZE; i++) |
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| 60 | actionList_[i] = NOTHING; |
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| 61 | } |
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| 62 | |
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| 63 | |
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| 64 | WeaponManager::~WeaponManager() |
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| 65 | { |
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| 66 | if (slots_) |
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| 67 | delete slots_; |
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| 68 | if (actionList_) |
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| 69 | delete actionList_; |
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| 70 | } |
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| 71 | |
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| 72 | |
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| 73 | bool WeaponManager::addWeapon(const Ogre::String &name) |
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| 74 | { |
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| 75 | if (!weaponList_s) |
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| 76 | return false; |
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| 77 | |
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| 78 | if (name == weaponList_s[0]->name_) |
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| 79 | { |
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| 80 | // this is ugly, but for the time being, it has to fit. |
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| 81 | selectedWeapon_ = slotIndex_; |
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| 82 | slots_[slotIndex_++] = weaponList_s[0]; |
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| 83 | return true; |
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| 84 | } |
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| 85 | else |
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| 86 | return false; |
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| 87 | } |
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| 88 | |
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| 89 | |
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| 90 | bool WeaponManager::addAction(const Action act) |
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| 91 | { |
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| 92 | if (actionList_[actionListWriteIndex_] == NOTHING) |
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| 93 | { |
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| 94 | actionList_[actionListWriteIndex_] = act; |
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| 95 | actionListWriteIndex_ = (actionListWriteIndex_ + 1) % ACTION_LIST_SIZE; |
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| 96 | return true; |
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| 97 | } |
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| 98 | else |
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| 99 | return false; |
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| 100 | } |
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| 101 | |
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| 102 | |
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| 103 | void WeaponManager::primaryFireRequest() |
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| 104 | { |
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| 105 | primaryFireRequest_ = true; |
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| 106 | } |
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| 107 | |
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| 108 | |
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| 109 | void WeaponManager::primaryFire() |
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| 110 | { |
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| 111 | currentState_ = PRIMARY_FIRE; |
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| 112 | |
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| 113 | // TODO: add the name of the weapon manager. but for that, |
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| 114 | // the factory is required. |
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| 115 | SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( |
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| 116 | node_->getSceneNode()->getWorldPosition(), |
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| 117 | node_->getSceneNode()->getWorldOrientation()); |
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| 118 | |
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| 119 | Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" |
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| 120 | + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); |
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| 121 | |
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| 122 | Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) |
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| 123 | .normalisedCopy() * slots_[selectedWeapon_]->bulletSpeed_; |
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| 124 | speed += node_->getWorldSpeed(); |
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| 125 | |
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| 126 | temp->setScale(Vector3(1, 1, 1) * 10); |
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| 127 | temp->yaw(Degree(-90)); |
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| 128 | |
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| 129 | bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); |
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| 130 | |
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| 131 | currentState_ = IDLE; |
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| 132 | } |
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| 133 | |
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| 134 | |
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| 135 | void WeaponManager::secondaryFireRequest() |
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| 136 | { |
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| 137 | secondaryFireRequest_ = true; |
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| 138 | } |
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| 139 | |
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| 140 | void WeaponManager::secondaryFire() |
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| 141 | { |
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| 142 | } |
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| 143 | |
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| 144 | |
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| 145 | bool WeaponManager::tick(unsigned long time, Real deltaTime) |
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| 146 | { |
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| 147 | // return if no weapon has been added |
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| 148 | if (!slots_[slotIndex_]) |
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| 149 | return true; |
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| 150 | |
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| 151 | switch (currentState_) |
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| 152 | { |
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| 153 | case IDLE: |
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| 154 | // first, process actions |
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| 155 | if (actionList_[actionListReadIndex_] != NOTHING) |
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| 156 | { |
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| 157 | actionListReadIndex_ = (actionListReadIndex_ + 1) % ACTION_LIST_SIZE; |
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| 158 | break; |
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| 159 | } |
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| 160 | |
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| 161 | switch (actionList_[actionListReadIndex_]) |
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| 162 | { |
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| 163 | case RELOAD: |
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| 164 | break; |
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| 165 | |
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| 166 | case ZOOM_IN: |
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| 167 | break; |
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| 168 | |
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| 169 | case ZOOM_OUT: |
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| 170 | break; |
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| 171 | |
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| 172 | default: |
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| 173 | break; |
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| 174 | } |
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| 175 | |
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| 176 | // secondly, execute firing |
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| 177 | if (primaryFireRequest_) |
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| 178 | primaryFire(); |
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| 179 | else if (secondaryFireRequest_) |
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| 180 | secondaryFire(); |
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| 181 | |
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| 182 | break; |
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| 183 | |
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| 184 | case PRIMARY_FIRE: |
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| 185 | break; |
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| 186 | |
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| 187 | case SECONDARY_FIRE: |
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| 188 | break; |
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| 189 | |
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| 190 | case RELOADING: |
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| 191 | break; |
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| 192 | } |
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| 193 | |
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| 194 | primaryFireRequest_ = false; |
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| 195 | secondaryFireRequest_ = false; |
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| 196 | |
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| 197 | return true; |
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| 198 | } |
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| 199 | |
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| 200 | |
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| 201 | // static |
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| 202 | bool WeaponManager::loadWeapons() |
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| 203 | { |
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| 204 | weaponList_s = new Weapon*[5]; |
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| 205 | for (int i = 0; i < 5; i++) |
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| 206 | weaponList_s[i] = NULL; |
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| 207 | weaponList_s[0] = new Weapon("Barrel Gun", 10, 2, 500); |
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| 208 | return true; |
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| 209 | } |
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| 210 | |
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| 211 | |
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| 212 | // static |
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| 213 | void WeaponManager::destroyWeapons() |
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| 214 | { |
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| 215 | if (weaponList_s) |
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| 216 | { |
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| 217 | for (int i = 0; i < 5; i++) |
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| 218 | if (weaponList_s[i]) |
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| 219 | delete weaponList_s[i]; |
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| 220 | delete weaponList_s; |
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| 221 | } |
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| 222 | } |
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| 223 | |
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| 224 | } |
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| 225 | } |
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