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source: orxonox.OLD/branches/powerups/src/world_entities/weapons/weapon_manager.cc @ 6133

Last change on this file since 6133 was 5985, checked in by manuel, 19 years ago

merge: factory has now create from class name string function (svn merge -r 5955:HEAD ../trunk/ powerups/)

File size: 12.1 KB
Line 
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
114/**
115 * loads the settings of the WeaponManager
116 * @param root the XML-element to load from
117 */
118void WeaponManager::loadParams(const TiXmlElement* root)
119{
120  static_cast<BaseObject*>(this)->loadParams(root);
121
122  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
123      .describe("how many slots(cannons) the WeaponManager can handle");
124
125  LOAD_PARAM_START_CYCLE(root, element);
126  {
127    // CHECK IF THIS WORKS....
128    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
129        .describe("loads Weapons");
130  }
131  LOAD_PARAM_END_CYCLE(element);
132}
133
134/**
135 * loads a Weapon onto the WeaponManager
136 * @param root the XML-element to load the Weapons from
137 */
138void WeaponManager::loadWeapons(const TiXmlElement* root)
139{
140  LOAD_PARAM_START_CYCLE(root, element);
141
142  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element));
143  /// @todo implement this !!
144
145
146  LOAD_PARAM_END_CYCLE(element);
147}
148
149/**
150 * sets the Parent of the WeaponManager.
151 * @param parent the parent of the WeaponManager
152 *
153 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
154 * also all the Slots will be subconnected to this parent.
155 *
156 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
157 * a PNode.
158 */
159void WeaponManager::setParent(PNode* parent)
160{
161  if (parent == NULL)
162    parent = NullParent::getInstance();
163  this->parent = parent;
164  if (this->parent != NULL)
165  {
166    for (int i = 0; i < WM_MAX_SLOTS; i++)
167      this->parent->addChild(&this->currentSlotConfig[i].position);
168  }
169}
170
171/**
172 * sets the number of Slots the WeaponManager has
173 * @param slotCount the number of slots
174 */
175void WeaponManager::setSlotCount(unsigned int slotCount)
176{
177  if (slotCount <= WM_MAX_SLOTS)
178    this->slotCount = slotCount;
179  else
180    this->slotCount = WM_MAX_SLOTS;
181}
182
183
184/**
185 * sets the position of the Slot relative to the parent
186 * @param slot the slot to set-up
187 * @param position the position of the given slot
188 */
189void WeaponManager::setSlotPosition(int slot, const Vector& position)
190{
191  if (slot < this->slotCount)
192    this->currentSlotConfig[slot].position.setRelCoor(position);
193}
194
195
196/**
197 * sets the relative rotation of the slot to its parent
198 * @param slot the slot to set-up
199 * @param rotation the relative rotation of the given slot
200 */
201void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
202{
203  if (slot < this->slotCount)
204    this->currentSlotConfig[slot].position.setRelDir(rotation);
205}
206
207
208/**
209 * adds a weapon to the selected weaponconfiguration into the selected slot
210 * @param weapon the weapon to add
211 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
212 * @param slotID an identifier for the weapon configuration, number between 0..3
213 *
214 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
215 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
216 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
217 * a error message.
218 */
219void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
220{
221  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
222  {
223    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d)\n", slotID, configID, this->slotCount);
224    return;
225  }
226
227  if (this->configs[configID][slotID] != NULL && configID > 0 && slotID > 0)
228    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, overwriting\n", configID, slotID, this->getName());
229
230  if (slotID == -1) // WM_FREE_SLOT
231  {
232    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
233    if( slotID < 0 || slotID >= this->slotCount)
234    {
235      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
236      return;
237    }
238  }
239
240  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
241        this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
242  {
243    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
244              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
245    return;
246  }
247
248  //! @todo check if the weapon is already assigned to another config in another slot
249  this->configs[configID][slotID] = weapon;
250  if (this->parent != NULL)
251    weapon->setParent(parent);
252  PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID);
253}
254
255/**
256 * sets the capabilities of a Slot
257 * @param slot the slot to set the capability
258 * @param slotCapability the capability @see WM_SlotCapability
259 */
260void WeaponManager::setSlotCapability(int slot, long slotCapability)
261{
262  if (slot > slotCount)
263    return;
264  this->currentSlotConfig[slot].capability = slotCapability;
265}
266
267
268/**
269 * removes a Weapon from the WeaponManager
270 *
271 * !! The weapon must be inactive before you can delete it,    !!
272 * !! because it will still be deactivated (if it is selected) !!
273 */
274void WeaponManager::removeWeapon(Weapon* weapon, int configID)
275{
276  if (weapon == NULL)
277    return;
278  if (configID < 0)
279  {
280    for (int j = 0; j < WM_MAX_SLOTS; j++)
281    {
282      for (int i = 0; i < WM_MAX_CONFIGS; i++)
283      {
284        if (this->configs[i][j] == weapon)
285          this->configs[i][j] = NULL;
286      }
287      if (this->currentSlotConfig[j].currentWeapon == weapon)
288      {
289        this->currentSlotConfig[j].nextWeapon = NULL;
290      }
291    }
292  }
293}
294
295
296/**
297 * changes to the next weapon configuration
298 */
299void WeaponManager::nextWeaponConfig()
300{
301  ++this->currentConfigID;
302  if (this->currentConfigID >= WM_MAX_CONFIGS)
303    this->currentConfigID = 0;
304  this->changeWeaponConfig(this->currentConfigID);
305}
306
307/**
308 * changes to the previous configuration
309 */
310void WeaponManager::previousWeaponConfig()
311{
312  --this->currentConfigID;
313  if (this->currentConfigID < 0)
314    this->currentConfigID = WM_MAX_CONFIGS -1;
315  this->changeWeaponConfig(this->currentConfigID);
316}
317
318/**
319 * change to a desired configuration
320 * @param weaponConfig the configuration to jump to.
321 */
322void WeaponManager::changeWeaponConfig(int weaponConfig)
323{
324  this->currentConfigID = weaponConfig;
325  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
326  for (int i = 0; i < WM_MAX_SLOTS; i++)
327  {
328    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
329    if (this->currentSlotConfig[i].currentWeapon != this->currentSlotConfig[i].nextWeapon)
330    {
331      if (this->currentSlotConfig[i].currentWeapon != NULL)
332        (this->currentSlotConfig[i].currentWeapon->requestAction(WA_DEACTIVATE));
333      if (this->currentSlotConfig[i].nextWeapon != NULL && this->currentSlotConfig[i].nextWeapon->isActive())
334        this->currentSlotConfig[i].nextWeapon = NULL;
335    }
336  }
337}
338
339
340/**
341 * triggers fire of all weapons in the current weaponconfig
342 */
343void WeaponManager::fire()
344{
345  Weapon* firingWeapon;
346  for(int i = 0; i < this->slotCount; i++)
347  {
348    firingWeapon = this->currentSlotConfig[i].currentWeapon;
349    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
350  }
351  this->crosshair->setRotationSpeed(500);
352  this->crossHairSizeAnim->replay();
353}
354
355
356/**
357 * triggers tick of all weapons in the current weaponconfig
358 * @param second passed since last tick
359 */
360void WeaponManager::tick(float dt)
361{
362  Weapon* tickWeapon;
363
364  // all weapons
365  for(int i = 0; i < this->slotCount; i++)
366  {
367
368    tickWeapon = this->currentSlotConfig[i].currentWeapon;
369    if (tickWeapon != this->currentSlotConfig[i].nextWeapon) // if no change occures
370    {
371      if (tickWeapon != NULL && tickWeapon->isActive())
372      {
373        tickWeapon->requestAction(WA_DEACTIVATE);
374      }
375      else
376      {
377        tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
378        if (tickWeapon != NULL)
379        {
380          tickWeapon->requestAction(WA_ACTIVATE);
381          tickWeapon->setParent(&this->currentSlotConfig[i].position);
382        }
383      }
384    }
385
386    if( tickWeapon != NULL && tickWeapon->isActive())
387      tickWeapon->tickW(dt);
388  }
389
390  crosshair->setRotationSpeed(5);
391}
392
393
394/**
395 * triggers draw of all weapons in the current weaponconfig
396 */
397void WeaponManager::draw() const
398{
399  Weapon* drawWeapon;
400  for (int i = 0; i < this->slotCount; i++)
401  {
402    drawWeapon = this->currentSlotConfig[i].currentWeapon;
403    if( drawWeapon != NULL && drawWeapon->isVisible())
404      drawWeapon->draw();
405  }
406}
407
408
409/**
410 * gets the next free slot in a certain weaponconfig
411 * @param the selected weaponconfig
412 */
413int WeaponManager::getNextFreeSlot(int configID, long capability)
414{
415  /*if(configID == -1) {
416    for(int i = 0; i < WM_MAX_CONFIGS; ++i)
417    {
418      int slot = this->getNextFreeSlot(i, capability);
419      if(slot >= 0) return slot;
420    }
421  }
422  else {*/
423    for( int i = 0; i < this->slotCount; ++i)
424    {
425      if( this->configs[configID][i] == NULL &&
426          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
427          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
428        return i;
429    }
430  //}
431  return -1;
432}
433
434
435
436/**
437 * outputs some nice debug information about the WeaponManager
438 */
439void WeaponManager::debug() const
440{
441  PRINT(3)("WeaponManager Debug Information\n");
442  PRINT(3)("-------------------------------\n");
443  PRINT(3)("current Config is %d\n", this->currentConfigID);
444  for (int i = 0; i < WM_MAX_CONFIGS; i++)
445  {
446    PRINT(3)("Listing Weapons in Configuration %d\n", i);
447    for (int j = 0; j < WM_MAX_SLOTS; j++)
448    {
449      if (this->configs[i][j] != NULL)
450        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
451    }
452  }
453}
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