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source: code/branches/main_reto_vs05/src/weapon/weapon_manager.cc @ 190

Last change on this file since 190 was 189, checked in by rgrieder, 17 years ago
  • InertialNode bare construct written
  • Orxonox starts and one can make barrels fly correctly
File size: 5.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
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 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OgreSceneManager.h"
29#include "OgreEntity.h"
30#include "OgreSceneNode.h"
31#include "OgreVector3.h"
32#include "OgreStringConverter.h"
33
34#include "weapon.h"
35#include "bullet.h"
36#include "bullet_manager.h"
37#include "inertial_node.h"
38#include "weapon_manager.h"
39
40#define ACTION_LIST_SIZE 4
41
42
43namespace orxonox {
44namespace weapon {
45  using namespace Ogre;
46
47  Weapon** WeaponManager::weaponList_s = NULL;
48
49  WeaponManager::WeaponManager(SceneManager *sceneMgr, InertialNode *node,
50        BulletManager *bulletManager, int slotSize)
51        : sceneMgr_(sceneMgr), node_(node), slotSize_(slotSize), slotIndex_(0),
52        bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE),
53        secondaryFireRequest_(false), selectedWeapon_(0),
54        bulletManager_(bulletManager),
55        actionListReadIndex_(0), actionListWriteIndex_(0)
56  {
57        slots_ = new Weapon*[slotSize];
58    actionList_ = new Action[ACTION_LIST_SIZE];
59    for (int i = 0; i < ACTION_LIST_SIZE; i++)
60      actionList_[i] = NOTHING;
61  }
62
63
64  WeaponManager::~WeaponManager()
65  {
66    if (slots_)
67      delete slots_;
68    if (actionList_)
69      delete actionList_;
70  }
71
72
73  bool WeaponManager::addWeapon(const Ogre::String &name)
74  {
75    if (!weaponList_s)
76      return false;
77
78    if (name == weaponList_s[0]->name_)
79    {
80      // this is ugly, but for the time being, it has to fit.
81      selectedWeapon_ = slotIndex_;
82      slots_[slotIndex_++] = weaponList_s[0];
83      return true;
84    }
85    else
86      return false;
87  }
88
89
90  bool WeaponManager::addAction(const Action act)
91  {
92    if (actionList_[actionListWriteIndex_] == NOTHING)
93    {
94      actionList_[actionListWriteIndex_] = act;
95      actionListWriteIndex_ = (actionListWriteIndex_ + 1) % ACTION_LIST_SIZE;
96      return true;
97    }
98    else
99      return false;
100  }
101
102
103  void WeaponManager::primaryFireRequest()
104  {
105    primaryFireRequest_ = true;
106  }
107
108
109  void WeaponManager::primaryFire()
110  {
111    currentState_ = PRIMARY_FIRE;
112
113    // TODO: add the name of the weapon manager. but for that,
114    // the factory is required.
115    SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode(
116          node_->getSceneNode()->getWorldPosition(),
117          node_->getSceneNode()->getWorldOrientation());
118
119    Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity"
120          + StringConverter::toString(bulletCounter_++), "Barrel.mesh");
121
122    Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1))
123          .normalisedCopy() * slots_[selectedWeapon_]->bulletSpeed_;
124    speed += node_->getWorldSpeed();
125
126          temp->setScale(Vector3(1, 1, 1) * 10);
127          temp->yaw(Degree(-90));
128
129          bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed));
130 
131    currentState_ = IDLE;
132  }
133
134
135  void WeaponManager::secondaryFireRequest()
136  {
137    secondaryFireRequest_ = true;
138  }
139
140  void WeaponManager::secondaryFire()
141  {
142  }
143
144
145  bool WeaponManager::tick(unsigned long time, Real deltaTime)
146  {
147    // return if no weapon has been added
148    if (!slots_[slotIndex_])
149      return true;
150
151    switch (currentState_)
152    {
153    case IDLE:
154      // first, process actions
155      if (actionList_[actionListReadIndex_] != NOTHING)
156      {
157        actionListReadIndex_ = (actionListReadIndex_ + 1) % ACTION_LIST_SIZE;
158        break;
159      }
160
161      switch (actionList_[actionListReadIndex_])
162      {
163      case RELOAD:
164        break;
165
166      case ZOOM_IN:
167        break;
168
169      case ZOOM_OUT:
170        break;
171
172      default:
173        break;
174      }
175
176      // secondly, execute firing
177      if (primaryFireRequest_)
178        primaryFire();
179      else if (secondaryFireRequest_)
180        secondaryFire();
181
182      break;
183
184    case PRIMARY_FIRE:
185      break;
186
187    case SECONDARY_FIRE:
188      break;
189
190    case RELOADING:
191      break;
192    }
193
194    primaryFireRequest_ = false;
195    secondaryFireRequest_ = false;
196
197    return true;
198  }
199
200
201  // static
202  bool WeaponManager::loadWeapons()
203  {
204    weaponList_s = new Weapon*[5];
205    for (int i = 0; i < 5; i++)
206      weaponList_s[i] = NULL;
207    weaponList_s[0] = new Weapon("Barrel Gun", 10, 2, 500);
208    return true;
209  }
210
211
212  // static
213  void WeaponManager::destroyWeapons()
214  {
215    if (weaponList_s)
216    {
217      for (int i = 0; i < 5; i++)
218        if (weaponList_s[i])
219          delete weaponList_s[i];
220      delete weaponList_s;
221    }
222  }
223
224}
225}
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