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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