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source: orxonox.OLD/branches/powerups/src/world_entities/weapons/weapon_manager.cc @ 5913

Last change on this file since 5913 was 5779, checked in by bensch, 19 years ago

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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 "class_list.h"
26#include "load_param.h"
27#include "factory.h"
28#include "list.h"
29#include "t_animation.h"
30#include "null_parent.h"
31
32
33using namespace std;
34
35
36/**
37 * this initializes the weaponManager for a given nnumber of weapon slots
38 * @param number of weapon slots of the model/ship <= 8 (limitied)
39 */
40WeaponManager::WeaponManager(PNode* parent)
41{
42  this->init();
43  this->setParent(parent);
44}
45
46WeaponManager::WeaponManager(const TiXmlElement* root)
47{
48  this->init();
49  this->loadParams(root);
50}
51
52/**
53 * Destroys a WeaponManager
54 */
55WeaponManager::~WeaponManager()
56{
57  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
58  //delete this->crosshair;
59}
60
61/**
62 * initializes the WeaponManager
63 */
64void WeaponManager::init()
65{
66  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
67
68  this->parent = NULL;
69
70  for (int i = 0; i < WM_MAX_CONFIGS; i++)
71    for (int j = 0; j < WM_MAX_SLOTS; j++)
72      this->configs[i][j] = NULL;
73
74  for (int i = 0; i < WM_MAX_SLOTS; i++)
75  {
76    this->currentSlotConfig[i].capability = WTYPE_ALL;
77    this->currentSlotConfig[i].currentWeapon = NULL;
78    this->currentSlotConfig[i].nextWeapon = NULL;
79
80    // NAMING
81    char* tmpName;
82    if (this->getName())
83    {
84      tmpName = new char[strlen(this->getName()) + 10];
85      sprintf(tmpName, "%s_slot%d", this->getName(), i);
86    }
87    else
88    {
89      tmpName = new char[30];
90      sprintf(tmpName, "WeaponMan_slot%d", i);
91    }
92    this->currentSlotConfig[i].position.setName(tmpName);
93    delete[] tmpName;
94  }
95
96  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
97    this->availiableWeapons[i] = NULL;
98
99
100  this->currentConfigID = 0;
101  this->slotCount = 2;
102  this->weaponChange;
103
104  // CROSSHAIR INITIALISATION
105  this->crosshair = new Crosshair();
106
107  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
108  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
109  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
110  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
111  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
112
113  this->targetIterator = NULL;
114}
115
116/**
117 * loads the settings of the WeaponManager
118 * @param root the XML-element to load from
119 */
120void WeaponManager::loadParams(const TiXmlElement* root)
121{
122  static_cast<BaseObject*>(this)->loadParams(root);
123
124  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
125      .describe("how many slots(cannons) the WeaponManager can handle");
126
127  LOAD_PARAM_START_CYCLE(root, element);
128  {
129    // CHECK IF THIS WORKS....
130    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
131        .describe("loads Weapons");
132  }
133  LOAD_PARAM_END_CYCLE(element);
134}
135
136/**
137 * loads a Weapon onto the WeaponManager
138 * @param root the XML-element to load the Weapons from
139 */
140void WeaponManager::loadWeapons(const TiXmlElement* root)
141{
142  LOAD_PARAM_START_CYCLE(root, element);
143
144  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(element));
145  /// @todo implement this !!
146
147
148  LOAD_PARAM_END_CYCLE(element);
149}
150
151/**
152 * sets the Parent of the WeaponManager.
153 * @param parent the parent of the WeaponManager
154 *
155 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
156 * also all the Slots will be subconnected to this parent.
157 *
158 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
159 * a PNode.
160 */
161void WeaponManager::setParent(PNode* parent)
162{
163  if (parent == NULL)
164    parent = NullParent::getInstance();
165  this->parent = parent;
166  if (this->parent != NULL)
167  {
168    for (int i = 0; i < WM_MAX_SLOTS; i++)
169      this->parent->addChild(&this->currentSlotConfig[i].position);
170  }
171}
172
173/**
174 * sets the number of Slots the WeaponManager has
175 * @param slotCount the number of slots
176 */
177void WeaponManager::setSlotCount(unsigned int slotCount)
178{
179  if (slotCount <= WM_MAX_SLOTS)
180    this->slotCount = slotCount;
181  else
182    this->slotCount = WM_MAX_SLOTS;
183}
184
185
186/**
187 * sets the position of the Slot relative to the parent
188 * @param slot the slot to set-up
189 * @param position the position of the given slot
190 */
191void WeaponManager::setSlotPosition(int slot, const Vector& position)
192{
193  if (slot < this->slotCount)
194    this->currentSlotConfig[slot].position.setRelCoor(position);
195}
196
197
198/**
199 * sets the relative rotation of the slot to its parent
200 * @param slot the slot to set-up
201 * @param rotation the relative rotation of the given slot
202 */
203void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
204{
205  if (slot < this->slotCount)
206    this->currentSlotConfig[slot].position.setRelDir(rotation);
207}
208
209
210/**
211 * adds a weapon to the selected weaponconfiguration into the selected slot
212 * @param weapon the weapon to add
213 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
214 * @param slotID an identifier for the weapon configuration, number between 0..3
215 *
216 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
217 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
218 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
219 * a error message.
220 */
221void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
222{
223  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
224  {
225    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d)\n", slotID, configID, this->slotCount);
226    return;
227  }
228
229  if (this->configs[configID][slotID] != NULL && configID > 0 && slotID > 0)
230    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, overwriting\n", configID, slotID, this->getName());
231
232  if (slotID == -1) // WM_FREE_SLOT
233  {
234    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
235    if( slotID < 0 || slotID >= this->slotCount)
236    {
237      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
238      return;
239    }
240  }
241
242  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
243        this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
244  {
245    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
246              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
247    return;
248  }
249
250  //! @todo check if the weapon is already assigned to another config in another slot
251  this->configs[configID][slotID] = weapon;
252  if (this->parent != NULL)
253    weapon->setParent(parent);
254  PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID);
255}
256
257/**
258 * sets the capabilities of a Slot
259 * @param slot the slot to set the capability
260 * @param slotCapability the capability @see WM_SlotCapability
261 */
262void WeaponManager::setSlotCapability(int slot, long slotCapability)
263{
264  if (slot > slotCount)
265    return;
266  this->currentSlotConfig[slot].capability = slotCapability;
267}
268
269
270/**
271 * removes a Weapon from the WeaponManager
272 *
273 * !! The weapon must be inactive before you can delete it,    !!
274 * !! because it will still be deactivated (if it is selected) !!
275 */
276void WeaponManager::removeWeapon(Weapon* weapon, int configID)
277{
278  if (weapon == NULL)
279    return;
280  if (configID < 0)
281  {
282    for (int j = 0; j < WM_MAX_SLOTS; j++)
283    {
284      for (int i = 0; i < WM_MAX_CONFIGS; i++)
285      {
286        if (this->configs[i][j] == weapon)
287          this->configs[i][j] = NULL;
288      }
289      if (this->currentSlotConfig[j].currentWeapon == weapon)
290      {
291        this->currentSlotConfig[j].nextWeapon = NULL;
292      }
293    }
294  }
295}
296
297
298/**
299 * changes to the next weapon configuration
300 */
301void WeaponManager::nextWeaponConfig()
302{
303  ++this->currentConfigID;
304  if (this->currentConfigID >= WM_MAX_CONFIGS)
305    this->currentConfigID = 0;
306  this->changeWeaponConfig(this->currentConfigID);
307}
308
309/**
310 * changes to the previous configuration
311 */
312void WeaponManager::previousWeaponConfig()
313{
314  --this->currentConfigID;
315  if (this->currentConfigID < 0)
316    this->currentConfigID = WM_MAX_CONFIGS -1;
317  this->changeWeaponConfig(this->currentConfigID);
318}
319
320/**
321 * change to a desired configuration
322 * @param weaponConfig the configuration to jump to.
323 */
324void WeaponManager::changeWeaponConfig(int weaponConfig)
325{
326  this->currentConfigID = weaponConfig;
327  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
328  for (int i = 0; i < WM_MAX_SLOTS; i++)
329  {
330    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
331    if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon)
332    {
333      if (this->currentSlotConfig[i].currentWeapon != NULL)
334        (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE));
335      if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive())
336        this->currentSlotConfig[i].nextWeapon = NULL;
337    }
338  }
339}
340
341
342/**
343 * Selects an Entity from the NPC-list, and returns the Target
344 */
345PNode* WeaponManager::getSomeTarget()
346{
347   if (this->targetIterator == NULL)
348   {
349     std::list<BaseObject*>* npcList = ClassList::getList(CL_NPC);
350     if (npcList != NULL)
351     {
352       this->targetIterator = npcList->begin();
353     }
354     else
355       return NULL;
356   }
357
358   ///FIXME
359//   this->targetIterator++;
360   PNode* retNode = dynamic_cast<PNode*>((*targetIterator));
361//   if (retNode == NULL && this->targetIterator->getList()->getSize() > 0)
362//     retNode =  dynamic_cast<PNode*>(targetIterator->firstElement());
363
364   return retNode;
365}
366
367
368/**
369 * Selects an Entity from the Entity-List, that is near of the carrier PNode.
370 * @param carrier: The PNode from which the distance should be measured
371 * @param distance: The Maximum Distance to Return.
372 */
373PNode* WeaponManager::getDistanceTarget(const PNode* carrier, float distance)
374{
375  std::list<BaseObject*>* npcList = ClassList::getList(CL_NPC);
376  if (npcList != NULL)
377  {
378    list<BaseObject*>::iterator node;
379    for (node= npcList->begin(); node != npcList->end(); node++)
380      if ((carrier->getAbsCoor() - dynamic_cast<PNode*>(*node)->getAbsCoor()).len() < distance)
381        return dynamic_cast<PNode*>(*node);
382  }
383  return this->getFixedTarget();
384}
385
386
387/**
388 * triggers fire of all weapons in the current weaponconfig
389 */
390void WeaponManager::fire()
391{
392  Weapon* firingWeapon;
393  for(int i = 0; i < this->slotCount; i++)
394  {
395    firingWeapon = this->currentSlotConfig[i].currentWeapon;
396    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
397  }
398  this->crosshair->setRotationSpeed(500);
399  this->crossHairSizeAnim->replay();
400}
401
402
403/**
404 * triggers tick of all weapons in the current weaponconfig
405 * @param second passed since last tick
406 */
407void WeaponManager::tick(float dt)
408{
409  Weapon* tickWeapon;
410
411  // all weapons
412  for(int i = 0; i < this->slotCount; i++)
413  {
414
415    tickWeapon = this->currentSlotConfig[i].currentWeapon;
416    if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures
417    {
418      if (tickWeapon != NULL && tickWeapon->isActive())
419      {
420        tickWeapon->requestAction(WA_DEACTIVATE);
421      }
422      else
423      {
424        tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
425        if (tickWeapon != NULL)
426        {
427          tickWeapon->requestAction(WA_ACTIVATE);
428          tickWeapon->setParent(&this->currentSlotConfig[i].position);
429        }
430      }
431    }
432
433    if( tickWeapon != NULL && tickWeapon->isActive())
434      tickWeapon->tickW(dt);
435  }
436
437  crosshair->setRotationSpeed(5);
438}
439
440
441/**
442 * triggers draw of all weapons in the current weaponconfig
443 */
444void WeaponManager::draw() const
445{
446  Weapon* drawWeapon;
447  for (int i = 0; i < this->slotCount; i++)
448  {
449    drawWeapon = this->currentSlotConfig[i].currentWeapon;
450    if( drawWeapon != NULL && drawWeapon->isVisible())
451      drawWeapon->draw();
452  }
453}
454
455
456/**
457 * private gets the next free slot in a certain weaponconfig
458 * @param the selected weaponconfig
459 */
460int WeaponManager::getNextFreeSlot(int configID, long capability)
461{
462  for( int i = 0; i < this->slotCount; ++i)
463  {
464    if( this->configs[configID][i] == NULL &&
465        (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
466        (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
467      return i;
468  }
469  return -1;
470}
471
472
473
474/**
475 * outputs some nice debug information about the WeaponManager
476 */
477void WeaponManager::debug() const
478{
479  PRINT(3)("WeaponManager Debug Information\n");
480  PRINT(3)("-------------------------------\n");
481  PRINT(3)("current Config is %d\n", this->currentConfigID);
482  for (int i = 0; i < WM_MAX_CONFIGS; i++)
483  {
484    PRINT(3)("Listing Weapons in Configuration %d\n", i);
485    for (int j = 0; j < WM_MAX_SLOTS; j++)
486    {
487      if (this->configs[i][j] != NULL)
488        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
489    }
490  }
491}
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