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source: orxonox.OLD/branches/2d-recalc/src/world_entities/weapons/weapon_manager.cc @ 5379

Last change on this file since 5379 was 5208, checked in by bensch, 19 years ago

orxonox/trunk: first fruits of valgrind…. delete[] are fine now :)

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