1 | /* |
---|
2 | orxonox - the future of 3D-vertical-scrollers |
---|
3 | |
---|
4 | Copyright (C) 2004 orx |
---|
5 | |
---|
6 | This program is free software; you can redistribute it and/or modify |
---|
7 | it under the terms of the GNU General Public License as published by |
---|
8 | the Free Software Foundation; either version 2, or (at your option) |
---|
9 | any later version. |
---|
10 | |
---|
11 | ### File Specific |
---|
12 | main-programmer: Patrick Boenzli |
---|
13 | co-programmer: Benjamin Grauer |
---|
14 | |
---|
15 | 2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. |
---|
16 | 2007-01-28: Patrick Boenzli: loadable slots |
---|
17 | */ |
---|
18 | |
---|
19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
---|
20 | |
---|
21 | #include "weapon_manager.h" |
---|
22 | #include "weapon.h" |
---|
23 | #include "weapon_slot.h" |
---|
24 | #include "crosshair.h" |
---|
25 | |
---|
26 | #include "playable.h" |
---|
27 | |
---|
28 | #include "util/loading/load_param_xml.h" |
---|
29 | #include "util/loading/factory.h" |
---|
30 | |
---|
31 | #include "t_animation.h" |
---|
32 | |
---|
33 | |
---|
34 | ObjectListDefinition(WeaponManager); |
---|
35 | /** |
---|
36 | * @brief this initializes the weaponManager for a given nnumber of weapon slots |
---|
37 | * @param number of weapon slots of the model/ship <= 10 (limitied) |
---|
38 | */ |
---|
39 | WeaponManager::WeaponManager(WorldEntity* parent) |
---|
40 | { |
---|
41 | this->init(); |
---|
42 | this->setParentEntity(parent); |
---|
43 | |
---|
44 | assert (parent != NULL); |
---|
45 | } |
---|
46 | |
---|
47 | WeaponManager::WeaponManager(const TiXmlElement* root) |
---|
48 | { |
---|
49 | this->init(); |
---|
50 | this->loadParams(root); |
---|
51 | } |
---|
52 | |
---|
53 | /** |
---|
54 | * @brief Destroys a WeaponManager |
---|
55 | */ |
---|
56 | WeaponManager::~WeaponManager() |
---|
57 | { |
---|
58 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
---|
59 | // rennerc: crosshair seems not to delete itselve |
---|
60 | //if (Crosshair::objectList().exists(this->crosshair)) |
---|
61 | // delete this->crosshair; |
---|
62 | } |
---|
63 | |
---|
64 | /** |
---|
65 | * @brief initializes the WeaponManager |
---|
66 | */ |
---|
67 | void WeaponManager::init() |
---|
68 | { |
---|
69 | this->registerObject(this, WeaponManager::_objectList); |
---|
70 | |
---|
71 | this->parentNode = NULL; |
---|
72 | this->parentEntity = NULL; |
---|
73 | |
---|
74 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
---|
75 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
---|
76 | this->configs[i][j] = NULL; |
---|
77 | |
---|
78 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
---|
79 | { |
---|
80 | this->currentSlotConfig[i] = new WeaponSlot(); |
---|
81 | this->currentSlotConfig[i]->setCapability(WTYPE_ALL); |
---|
82 | this->currentSlotConfig[i]->setCurrentWeapon(NULL); |
---|
83 | this->currentSlotConfig[i]->setNextWeapon(NULL); |
---|
84 | |
---|
85 | // NAMING |
---|
86 | char* tmpName; |
---|
87 | if (!this->getName().empty()) |
---|
88 | { |
---|
89 | tmpName = new char[this->getName().size() + 10]; |
---|
90 | sprintf(tmpName, "%s_slot%d", this->getCName(), i); |
---|
91 | } |
---|
92 | else |
---|
93 | { |
---|
94 | tmpName = new char[30]; |
---|
95 | sprintf(tmpName, "WeaponMan_slot%d", i); |
---|
96 | } |
---|
97 | this->currentSlotConfig[i]->setName(tmpName); |
---|
98 | this->currentSlotConfig[i]->deactivateNode(); |
---|
99 | delete[] tmpName; |
---|
100 | } |
---|
101 | |
---|
102 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
---|
103 | this->availiableWeapons[i] = NULL; |
---|
104 | |
---|
105 | |
---|
106 | this->currentConfigID = 0; |
---|
107 | this->slotCount = WM_MAX_SLOTS; |
---|
108 | //this->weaponChange; |
---|
109 | |
---|
110 | // CROSSHAIR INITIALISATION |
---|
111 | this->crosshair = new Crosshair(); |
---|
112 | //this->crosshair->setRelCoor(1000,0,0); |
---|
113 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
---|
114 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
---|
115 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
---|
116 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
---|
117 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
---|
118 | |
---|
119 | this->hideCrosshair(); |
---|
120 | |
---|
121 | this->bFire = false; |
---|
122 | } |
---|
123 | |
---|
124 | void WeaponManager::showCrosshair() |
---|
125 | { |
---|
126 | this->crosshair->setVisibility( true); |
---|
127 | } |
---|
128 | |
---|
129 | void WeaponManager::hideCrosshair() |
---|
130 | { |
---|
131 | this->crosshair->setVisibility( false); |
---|
132 | } |
---|
133 | |
---|
134 | void WeaponManager::setRotationSpeed(float speed) |
---|
135 | { |
---|
136 | this->crosshair->setRotationSpeed(speed); |
---|
137 | } |
---|
138 | |
---|
139 | /** |
---|
140 | * @brief loads the settings of the WeaponManager |
---|
141 | * @param root the XML-element to load from |
---|
142 | */ |
---|
143 | void WeaponManager::loadParams(const TiXmlElement* root) |
---|
144 | { |
---|
145 | BaseObject::loadParams(root); |
---|
146 | |
---|
147 | LoadParam(root, "slotCount", this, WeaponManager, setSlotCount) |
---|
148 | .describe("how many slots(cannons) the WeaponManager can handle"); |
---|
149 | |
---|
150 | |
---|
151 | LOAD_PARAM_START_CYCLE(root, element); |
---|
152 | { |
---|
153 | // CHECK IF THIS WORKS.... |
---|
154 | LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) |
---|
155 | .describe("loads Weapons"); |
---|
156 | } |
---|
157 | LOAD_PARAM_END_CYCLE(element); |
---|
158 | |
---|
159 | |
---|
160 | } |
---|
161 | |
---|
162 | /** |
---|
163 | * @brief loads a Weapon onto the WeaponManager |
---|
164 | * @param root the XML-element to load the Weapons from |
---|
165 | */ |
---|
166 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
---|
167 | { |
---|
168 | LOAD_PARAM_START_CYCLE(root, element); |
---|
169 | |
---|
170 | BaseObject* object = Factory::fabricate(element); |
---|
171 | if (object != NULL) |
---|
172 | { |
---|
173 | Weapon* newWeapon = dynamic_cast<Weapon*>(object); |
---|
174 | if (newWeapon == NULL) |
---|
175 | delete object; |
---|
176 | } |
---|
177 | LOAD_PARAM_END_CYCLE(element); |
---|
178 | } |
---|
179 | |
---|
180 | /** |
---|
181 | * @brief sets the Parent of the WeaponManager. |
---|
182 | * @param parent the parent of the WeaponManager |
---|
183 | * |
---|
184 | * this is used, to identify to which ship/man/whatever this WeaponManager is connected. |
---|
185 | * also all the Slots will be subconnected to this parent. |
---|
186 | * |
---|
187 | * The reason this function exists is that the WeaponManager is neither a WorldEntity nor |
---|
188 | * a PNode. |
---|
189 | */ |
---|
190 | void WeaponManager::setParentEntity(WorldEntity* parent) |
---|
191 | { |
---|
192 | this->parentEntity = parent; |
---|
193 | if (this->parentNode == NULL) |
---|
194 | this->setParentNode(parent); |
---|
195 | } |
---|
196 | |
---|
197 | |
---|
198 | void WeaponManager::setParentNode(PNode* parent) |
---|
199 | { |
---|
200 | this->parentNode = parent; |
---|
201 | assert(parent != NULL); |
---|
202 | |
---|
203 | if (this->parentNode != NULL) |
---|
204 | { |
---|
205 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
---|
206 | this->parentNode->addChild(this->currentSlotConfig[i]); |
---|
207 | } |
---|
208 | |
---|
209 | } |
---|
210 | |
---|
211 | |
---|
212 | /** |
---|
213 | * @brief sets the number of Slots the WeaponManager has |
---|
214 | * @param slotCount the number of slots |
---|
215 | */ |
---|
216 | void WeaponManager::setSlotCount(unsigned int slotCount) |
---|
217 | { |
---|
218 | if (slotCount <= WM_MAX_SLOTS) |
---|
219 | this->slotCount = slotCount; |
---|
220 | else |
---|
221 | this->slotCount = WM_MAX_SLOTS; |
---|
222 | } |
---|
223 | |
---|
224 | |
---|
225 | /** |
---|
226 | * @brief sets the position of the Slot relative to the parent |
---|
227 | * @param slot the slot to set-up |
---|
228 | * @param position the position of the given slot |
---|
229 | */ |
---|
230 | void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent) |
---|
231 | { |
---|
232 | if (slot < this->slotCount) |
---|
233 | { |
---|
234 | this->currentSlotConfig[slot]->setRelCoor(position); |
---|
235 | |
---|
236 | if (parent != NULL) |
---|
237 | this->currentSlotConfig[slot]->setParent(parent); |
---|
238 | } |
---|
239 | } |
---|
240 | |
---|
241 | |
---|
242 | /** |
---|
243 | * @brief sets the relative rotation of the slot to its parent |
---|
244 | * @param slot the slot to set-up |
---|
245 | * @param rotation the relative rotation of the given slot |
---|
246 | */ |
---|
247 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
---|
248 | { |
---|
249 | if (slot < this->slotCount) |
---|
250 | this->currentSlotConfig[slot]->setRelDir(rotation); |
---|
251 | } |
---|
252 | |
---|
253 | |
---|
254 | /** |
---|
255 | * @brief adds a weapon to the selected weaponconfiguration into the selected slot |
---|
256 | * @param weapon the weapon to add |
---|
257 | * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
---|
258 | * @param slotID an identifier for the weapon configuration, number between 0..3 |
---|
259 | * |
---|
260 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
---|
261 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
---|
262 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
---|
263 | * a error message. |
---|
264 | */ |
---|
265 | bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
---|
266 | { |
---|
267 | if ( weapon == NULL ) |
---|
268 | return false; |
---|
269 | |
---|
270 | weapon->toList( this->parentEntity->getOMListNumber() ); |
---|
271 | |
---|
272 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
---|
273 | { |
---|
274 | PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount); |
---|
275 | if (configID >= WM_MAX_CONFIGS) |
---|
276 | configID = -1; |
---|
277 | if (slotID >= (int)this->slotCount) |
---|
278 | slotID = -1; |
---|
279 | } |
---|
280 | // if no ConfigID is supplied set to Current Config. |
---|
281 | if (configID <= -1) |
---|
282 | configID = this->currentConfigID; |
---|
283 | // |
---|
284 | if (configID > -1 && slotID == -1) |
---|
285 | { |
---|
286 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
---|
287 | if (slotID == -1) |
---|
288 | configID = -1; |
---|
289 | } |
---|
290 | |
---|
291 | if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL) |
---|
292 | { |
---|
293 | PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getCName(), weapon->getClassCName(), weapon->getCName()); |
---|
294 | return false; |
---|
295 | } |
---|
296 | |
---|
297 | if (slotID <= -1) // WM_FREE_SLOT |
---|
298 | { |
---|
299 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
---|
300 | if( slotID < 0 || slotID >= this->slotCount) |
---|
301 | { |
---|
302 | PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
---|
303 | return false; |
---|
304 | } |
---|
305 | } |
---|
306 | |
---|
307 | if (!(this->currentSlotConfig[slotID]->getCapability() & weapon->getCapability() & WTYPE_ALLKINDS) && |
---|
308 | this->currentSlotConfig[slotID]->getCapability() & weapon->getCapability() & WTYPE_ALLDIRS) |
---|
309 | { |
---|
310 | PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", |
---|
311 | slotID, weapon->getCapability(), this->currentSlotConfig[slotID]->getCapability()); |
---|
312 | return false; |
---|
313 | } |
---|
314 | |
---|
315 | //! @todo check if the weapon is already assigned to another config in another slot |
---|
316 | if (this->configs[configID][slotID] != NULL) |
---|
317 | return false; |
---|
318 | |
---|
319 | this->configs[configID][slotID] = weapon; |
---|
320 | weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType())); |
---|
321 | if(configID == this->currentConfigID) |
---|
322 | this->currentSlotConfig[slotID]->setNextWeapon(weapon); |
---|
323 | //if (this->parent != NULL) |
---|
324 | { |
---|
325 | this->parentNode->addChild(weapon); |
---|
326 | if (this->parentEntity->isA(Playable::staticClassID())) |
---|
327 | dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); |
---|
328 | |
---|
329 | weapon->setDefaultTarget(this->crosshair); |
---|
330 | } |
---|
331 | PRINTF(4)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassCName(), weapon->getCName(), configID, slotID); |
---|
332 | return true; |
---|
333 | } |
---|
334 | |
---|
335 | /** |
---|
336 | * @brief increases the Energy of the WeaponContainer of type (projectileType) |
---|
337 | * @param projectileType the type of weapon to increase Energy from |
---|
338 | * @param ammo the ammo to increase |
---|
339 | */ |
---|
340 | float WeaponManager::increaseAmmunition(const ClassID& projectileType, float ammo) |
---|
341 | { |
---|
342 | return this->getAmmoContainer(projectileType)->increaseEnergy(ammo); |
---|
343 | } |
---|
344 | |
---|
345 | /** |
---|
346 | * @brief does the same as the funtion increaseAmmunition, added four your convenience |
---|
347 | * @param weapon, the Weapon to read the ammo-info about. |
---|
348 | * @param ammo how much ammo to add. |
---|
349 | */ |
---|
350 | float WeaponManager::increaseAmmunition(const Weapon* weapon, float ammo) |
---|
351 | { |
---|
352 | assert (weapon != NULL); |
---|
353 | return this->increaseAmmunition(weapon->getClassID(), ammo); |
---|
354 | |
---|
355 | } |
---|
356 | |
---|
357 | |
---|
358 | /** |
---|
359 | * sets the capabilities of a Slot |
---|
360 | * @param slot the slot to set the capability |
---|
361 | * @param slotCapability the capability @see WeaponSlotCapability |
---|
362 | */ |
---|
363 | void WeaponManager::setSlotCapability(int slot, unsigned long slotCapability) |
---|
364 | { |
---|
365 | if (slot > slotCount) |
---|
366 | return; |
---|
367 | this->currentSlotConfig[slot]->setCapability(slotCapability); |
---|
368 | } |
---|
369 | |
---|
370 | |
---|
371 | /** |
---|
372 | * removes a Weapon from the WeaponManager |
---|
373 | * |
---|
374 | * !! The weapon must be inactive before you can delete it, !! |
---|
375 | * !! because it will still be deactivated (if it is selected) !! |
---|
376 | */ |
---|
377 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
---|
378 | { |
---|
379 | if (weapon == NULL) |
---|
380 | return; |
---|
381 | if (configID < 0) |
---|
382 | { |
---|
383 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
---|
384 | { |
---|
385 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
---|
386 | { |
---|
387 | if (this->configs[i][j] == weapon) |
---|
388 | this->configs[i][j] = NULL; |
---|
389 | } |
---|
390 | if (this->currentSlotConfig[j]->getCurrentWeapon() == weapon) |
---|
391 | { |
---|
392 | this->currentSlotConfig[j]->setNextWeapon(NULL); |
---|
393 | } |
---|
394 | } |
---|
395 | } |
---|
396 | } |
---|
397 | |
---|
398 | |
---|
399 | /** |
---|
400 | * changes to the next weapon configuration |
---|
401 | */ |
---|
402 | void WeaponManager::nextWeaponConfig() |
---|
403 | { |
---|
404 | ++this->currentConfigID; |
---|
405 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
---|
406 | this->currentConfigID = 0; |
---|
407 | this->changeWeaponConfig(this->currentConfigID); |
---|
408 | } |
---|
409 | |
---|
410 | /** |
---|
411 | * changes to the previous configuration |
---|
412 | */ |
---|
413 | void WeaponManager::previousWeaponConfig() |
---|
414 | { |
---|
415 | --this->currentConfigID; |
---|
416 | if (this->currentConfigID < 0) |
---|
417 | this->currentConfigID = WM_MAX_CONFIGS -1; |
---|
418 | this->changeWeaponConfig(this->currentConfigID); |
---|
419 | } |
---|
420 | |
---|
421 | /** |
---|
422 | * change to a desired configuration |
---|
423 | * @param weaponConfig the configuration to jump to. |
---|
424 | */ |
---|
425 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
---|
426 | { |
---|
427 | this->currentConfigID = weaponConfig; |
---|
428 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
---|
429 | |
---|
430 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
---|
431 | this->currentSlotConfig[i]->setNextWeapon(this->configs[currentConfigID][i]); |
---|
432 | } |
---|
433 | |
---|
434 | |
---|
435 | /** |
---|
436 | * triggers fire of all weapons in the current weaponconfig |
---|
437 | */ |
---|
438 | void WeaponManager::fire() |
---|
439 | { |
---|
440 | Weapon* firingWeapon; |
---|
441 | for(int i = 0; i < this->slotCount; i++) |
---|
442 | { |
---|
443 | // printf("%i ", i); |
---|
444 | firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
---|
445 | if( firingWeapon != NULL) |
---|
446 | { |
---|
447 | if( firingWeapon->getCurrentState() == WS_SHOOTING) continue; |
---|
448 | firingWeapon->requestAction(WA_SHOOT); |
---|
449 | } |
---|
450 | } |
---|
451 | // printf("\n"); |
---|
452 | /* |
---|
453 | this->crosshair->setRotationSpeed(500); |
---|
454 | this->crossHairSizeAnim->replay(); |
---|
455 | */ |
---|
456 | } |
---|
457 | |
---|
458 | /** |
---|
459 | * triggers release fire of all weapons in the current weaponconfig |
---|
460 | */ |
---|
461 | void WeaponManager::releaseFire() |
---|
462 | { |
---|
463 | Weapon* firingWeapon; |
---|
464 | for(int i = 0; i < this->slotCount; i++) |
---|
465 | { |
---|
466 | firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
---|
467 | if( firingWeapon != NULL) |
---|
468 | firingWeapon->requestAction(WA_NONE); |
---|
469 | } |
---|
470 | |
---|
471 | /* |
---|
472 | this->crosshair->setRotationSpeed(500); |
---|
473 | this->crossHairSizeAnim->replay(); |
---|
474 | */ |
---|
475 | } |
---|
476 | |
---|
477 | /** |
---|
478 | * triggers tick of all weapons in the current weaponconfig |
---|
479 | * @param second passed since last tick |
---|
480 | */ |
---|
481 | void WeaponManager::tick(float dt) |
---|
482 | { |
---|
483 | Weapon* tickWeapon; |
---|
484 | |
---|
485 | for(int i = 0; i < this->slotCount; i++) |
---|
486 | { |
---|
487 | |
---|
488 | //NICE LITTLE DEBUG FUNCTION |
---|
489 | /* if (this->currentSlotConfig[i]->currentWeapon != NULL || this->currentSlotConfig[i]->nextWeapon != NULL) |
---|
490 | printf("%p %p\n", this->currentSlotConfig[i]->currentWeapon, this->currentSlotConfig[i]->nextWeapon);*/ |
---|
491 | |
---|
492 | // current Weapon in Slot i |
---|
493 | tickWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
---|
494 | // On A change (current != next) |
---|
495 | if (tickWeapon != this->currentSlotConfig[i]->getNextWeapon()) |
---|
496 | { |
---|
497 | // if a Weapon is Active in slot i, deactivate it. |
---|
498 | if (tickWeapon != NULL ) |
---|
499 | { |
---|
500 | if (tickWeapon->isActive()) |
---|
501 | { |
---|
502 | tickWeapon->requestAction(WA_DEACTIVATE); |
---|
503 | continue; |
---|
504 | } |
---|
505 | else |
---|
506 | { |
---|
507 | tickWeapon->toList(OM_NULL); |
---|
508 | this->currentSlotConfig[i]->setCurrentWeapon(NULL); |
---|
509 | } |
---|
510 | } |
---|
511 | // switching to next Weapon |
---|
512 | this->currentSlotConfig[i]->setCurrentWeapon(this->currentSlotConfig[i]->getNextWeapon()); |
---|
513 | tickWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
---|
514 | |
---|
515 | if (tickWeapon != NULL) |
---|
516 | { |
---|
517 | //if (this->parent != NULL) |
---|
518 | tickWeapon->toList(this->parentEntity->getOMListNumber()); |
---|
519 | tickWeapon->requestAction(WA_ACTIVATE); |
---|
520 | this->currentSlotConfig[i]->activateNode(); |
---|
521 | tickWeapon->setParent(this->currentSlotConfig[i]); |
---|
522 | } |
---|
523 | else |
---|
524 | this->currentSlotConfig[i]->deactivateNode(); |
---|
525 | if (this->parentEntity != NULL && this->parentEntity->isA(Playable::staticClassID())) |
---|
526 | dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); |
---|
527 | } |
---|
528 | else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING)) |
---|
529 | this->currentSlotConfig[i]->setCurrentWeapon(NULL); |
---|
530 | } |
---|
531 | } |
---|
532 | |
---|
533 | |
---|
534 | /** |
---|
535 | * triggers draw of all weapons in the current weaponconfig |
---|
536 | */ |
---|
537 | void WeaponManager::draw() const |
---|
538 | { |
---|
539 | assert(false || "must not be called"); |
---|
540 | Weapon* drawWeapon; |
---|
541 | for (int i = 0; i < this->slotCount; i++) |
---|
542 | { |
---|
543 | drawWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); |
---|
544 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
---|
545 | drawWeapon->draw(); |
---|
546 | } |
---|
547 | } |
---|
548 | |
---|
549 | |
---|
550 | /** |
---|
551 | * private gets the next free slot in a certain weaponconfig |
---|
552 | * @param the selected weaponconfig -1 if none found |
---|
553 | */ |
---|
554 | int WeaponManager::getNextFreeSlot(int configID, long capability) |
---|
555 | { |
---|
556 | if (configID == -1) |
---|
557 | { |
---|
558 | for (configID = 0; configID < WM_MAX_CONFIGS; configID++) |
---|
559 | for( int i = 0; i < this->slotCount; ++i) |
---|
560 | { |
---|
561 | if( this->configs[configID][i] == NULL && |
---|
562 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLKINDS) && |
---|
563 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLDIRS)) |
---|
564 | return i; |
---|
565 | } |
---|
566 | } |
---|
567 | else |
---|
568 | { |
---|
569 | for( int i = 0; i < this->slotCount; ++i) |
---|
570 | { |
---|
571 | if( this->configs[configID][i] == NULL && |
---|
572 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLKINDS) && |
---|
573 | (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLDIRS)) |
---|
574 | return i; |
---|
575 | } |
---|
576 | } |
---|
577 | return -1; |
---|
578 | } |
---|
579 | |
---|
580 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const ClassID& projectileType) |
---|
581 | { |
---|
582 | for (unsigned int i = 0; i < this->ammo.size(); i++) |
---|
583 | { |
---|
584 | if (this->ammo[i]->getProjectileType() == projectileType) |
---|
585 | return this->ammo[i]; |
---|
586 | } |
---|
587 | this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType))); |
---|
588 | return this->ammo.back(); |
---|
589 | } |
---|
590 | |
---|
591 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon) |
---|
592 | { |
---|
593 | assert (weapon != NULL); |
---|
594 | return (this->getAmmoContainer(weapon->getClassID())); |
---|
595 | } |
---|
596 | |
---|
597 | |
---|
598 | /** |
---|
599 | * outputs some nice debug information about the WeaponManager |
---|
600 | */ |
---|
601 | void WeaponManager::debug() const |
---|
602 | { |
---|
603 | PRINT(3)("WeaponManager Debug Information\n"); |
---|
604 | PRINT(3)("-------------------------------\n"); |
---|
605 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
---|
606 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
---|
607 | { |
---|
608 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
---|
609 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
---|
610 | { |
---|
611 | if (this->configs[i][j] != NULL) |
---|
612 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassCName()); |
---|
613 | } |
---|
614 | } |
---|
615 | } |
---|
616 | |
---|
617 | |
---|
618 | long WeaponManager::getSlotCapability(int slot) const |
---|
619 | { |
---|
620 | return this->currentSlotConfig[slot]->getCapability(); |
---|
621 | } |
---|
622 | |
---|
623 | const Vector& WeaponManager::getSlotPosition(int slot) const |
---|
624 | { |
---|
625 | return this->currentSlotConfig[slot]->getRelCoor(); |
---|
626 | } |
---|
627 | |
---|
628 | Weapon* WeaponManager::getWeapon(int slotID) const |
---|
629 | { |
---|
630 | return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID]->getNextWeapon(): NULL; |
---|
631 | } |
---|
632 | |
---|
633 | /** |
---|
634 | * processes the input |
---|
635 | * @param event the Event coming as input |
---|
636 | */ |
---|
637 | // void WeaponManager::process(const Event &event) |
---|
638 | // { |
---|
639 | // if (event.type == EV_MOUSE_MOTION) |
---|
640 | // { |
---|
641 | // this->crosshair->process(event); |
---|
642 | // // this->setAbsCoor2D(event.x, event.y); |
---|
643 | // } |
---|
644 | // } |
---|