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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/weapon_manager.cc @ 9129

Last change on this file since 9129 was 8844, checked in by bensch, 18 years ago

deleting weapons should be fixed

File size: 15.8 KB
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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 4 //DEBUG_MODULE_WEAPON
20
21#include "weapon_manager.h"
22#include "weapon.h"
23#include "crosshair.h"
24#include "class_list.h"
25
26#include "playable.h"
27
28#include "util/loading/load_param.h"
29#include "util/loading/factory.h"
30
31#include "t_animation.h"
32
33
34/**
35 * @brief this initializes the weaponManager for a given nnumber of weapon slots
36 * @param number of weapon slots of the model/ship <= 8 (limitied)
37 */
38WeaponManager::WeaponManager(WorldEntity* parent)
39{
40  this->init();
41  this->setParentEntity(parent);
42
43  assert (parent != NULL);
44}
45
46WeaponManager::WeaponManager(const TiXmlElement* root)
47{
48  this->init();
49  this->loadParams(root);
50}
51
52/**
53 * @brief Destroys a WeaponManager
54 */
55WeaponManager::~WeaponManager()
56{
57  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
58  // rennerc: crosshair seems not to delete itselve
59  if (ClassList::exists(this->crosshair, CL_CROSSHAIR))
60    delete this->crosshair;
61}
62
63/**
64 * @brief initializes the WeaponManager
65 */
66void WeaponManager::init()
67{
68  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
69
70  this->parentNode = NULL;
71  this->parentEntity = NULL;
72
73  for (int i = 0; i < WM_MAX_CONFIGS; i++)
74    for (int j = 0; j < WM_MAX_SLOTS; j++)
75      this->configs[i][j] = NULL;
76
77  for (int i = 0; i < WM_MAX_SLOTS; i++)
78  {
79    this->currentSlotConfig[i].capability = WTYPE_ALL;
80    this->currentSlotConfig[i].currentWeapon = NULL;
81    this->currentSlotConfig[i].nextWeapon = NULL;
82
83    // NAMING
84    char* tmpName;
85    if (this->getName())
86    {
87      tmpName = new char[strlen(this->getName()) + 10];
88      sprintf(tmpName, "%s_slot%d", this->getName(), i);
89    }
90    else
91    {
92      tmpName = new char[30];
93      sprintf(tmpName, "WeaponMan_slot%d", i);
94    }
95    this->currentSlotConfig[i].position.setName(tmpName);
96    this->currentSlotConfig[i].position.deactivateNode();
97    delete[] tmpName;
98  }
99
100  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
101    this->availiableWeapons[i] = NULL;
102
103
104  this->currentConfigID = 0;
105  this->slotCount = 2;
106  //this->weaponChange;
107
108  // CROSSHAIR INITIALISATION
109  this->crosshair = new Crosshair();
110  //this->crosshair->setRelCoor(1000,0,0);
111  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
112  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
113  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
114  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
115  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
116}
117
118/**
119 * @brief loads the settings of the WeaponManager
120 * @param root the XML-element to load from
121 */
122void WeaponManager::loadParams(const TiXmlElement* root)
123{
124  BaseObject::loadParams(root);
125
126  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
127  .describe("how many slots(cannons) the WeaponManager can handle");
128
129  LOAD_PARAM_START_CYCLE(root, element);
130  {
131    // CHECK IF THIS WORKS....
132    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
133    .describe("loads Weapons");
134  }
135  LOAD_PARAM_END_CYCLE(element);
136}
137
138/**
139 * @brief loads a Weapon onto the WeaponManager
140 * @param root the XML-element to load the Weapons from
141 */
142void WeaponManager::loadWeapons(const TiXmlElement* root)
143{
144  LOAD_PARAM_START_CYCLE(root, element);
145
146  BaseObject* object = Factory::fabricate(element);
147  if (object != NULL)
148  {
149    Weapon* newWeapon = dynamic_cast<Weapon*>(object);
150    if (newWeapon == NULL)
151      delete object;
152  }
153  LOAD_PARAM_END_CYCLE(element);
154}
155
156/**
157 * @brief sets the Parent of the WeaponManager.
158 * @param parent the parent of the WeaponManager
159 *
160 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
161 * also all the Slots will be subconnected to this parent.
162 *
163 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
164 * a PNode.
165 */
166void WeaponManager::setParentEntity(WorldEntity* parent)
167{
168  this->parentEntity = parent;
169  if (this->parentNode == NULL)
170    this->setParentNode(parent);
171}
172
173
174void WeaponManager::setParentNode(PNode* parent)
175{
176  this->parentNode = parent;
177  assert(parent != NULL);
178
179  if (this->parentNode != NULL)
180  {
181    for (int i = 0; i < WM_MAX_SLOTS; i++)
182      this->parentNode->addChild(&this->currentSlotConfig[i].position);
183  }
184
185}
186
187
188/**
189 * @brief sets the number of Slots the WeaponManager has
190 * @param slotCount the number of slots
191 */
192void WeaponManager::setSlotCount(unsigned int slotCount)
193{
194  if (slotCount <= WM_MAX_SLOTS)
195    this->slotCount = slotCount;
196  else
197    this->slotCount = WM_MAX_SLOTS;
198}
199
200
201/**
202 * @brief sets the position of the Slot relative to the parent
203 * @param slot the slot to set-up
204 * @param position the position of the given slot
205 */
206void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent)
207{
208  if (slot < this->slotCount)
209  {
210    this->currentSlotConfig[slot].position.setRelCoor(position);
211
212    if (parent != NULL)
213      this->currentSlotConfig[slot].position.setParent(parent);
214  }
215}
216
217
218/**
219 * @brief sets the relative rotation of the slot to its parent
220 * @param slot the slot to set-up
221 * @param rotation the relative rotation of the given slot
222 */
223void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
224{
225  if (slot < this->slotCount)
226    this->currentSlotConfig[slot].position.setRelDir(rotation);
227}
228
229
230/**
231 * @brief adds a weapon to the selected weaponconfiguration into the selected slot
232 * @param weapon the weapon to add
233 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
234 * @param slotID an identifier for the weapon configuration, number between 0..3
235 *
236 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
237 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
238 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
239 * a error message.
240 */
241bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
242{
243  if ( weapon == NULL )
244    return false;
245
246  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
247  {
248    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount);
249    if (configID >= WM_MAX_CONFIGS)
250      configID = -1;
251    if (slotID >= (int)this->slotCount)
252      slotID = -1;
253  }
254  // if no ConfigID is supplied set to Current Config.
255  if (configID <= -1)
256    configID = this->currentConfigID;
257  //
258  if (configID > -1 && slotID == -1)
259  {
260    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
261    if (slotID == -1)
262      configID = -1;
263  }
264
265  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
266  {
267    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName());
268    return false;
269  }
270
271  if (slotID <= -1) // WM_FREE_SLOT
272  {
273    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
274    if( slotID < 0 || slotID >= this->slotCount)
275    {
276      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
277      return false;
278    }
279  }
280
281  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
282      this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
283  {
284    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
285              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
286    return false;
287  }
288
289  //! @todo check if the weapon is already assigned to another config in another slot
290  if (this->configs[configID][slotID] != NULL)
291    return false;
292
293  this->configs[configID][slotID] = weapon;
294  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
295  if(configID == this->currentConfigID)
296    this->currentSlotConfig[slotID].nextWeapon = weapon;
297  //if (this->parent != NULL)
298  {
299    this->parentNode->addChild(weapon);
300    if (this->parentEntity->isA(CL_PLAYABLE))
301      dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged();
302    weapon->setDefaultTarget(this->crosshair);
303  }
304  PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID);
305  return true;
306}
307
308/**
309 * @brief increases the Energy of the WeaponContainer of type (projectileType)
310 * @param projectileType the type of weapon to increase Energy from
311 * @param ammo the ammo to increase
312 */
313float WeaponManager::increaseAmmunition(ClassID projectileType, float ammo)
314{
315  return this->getAmmoContainer(projectileType)->increaseEnergy(ammo);
316}
317
318/**
319 * @brief does the same as the funtion inclreaseAmmunition, added four your convenience
320 * @param weapon, the Weapon to read the ammo-info about.
321 * @param ammo how much ammo to add.
322 */
323float WeaponManager::inclreaseAmmunition(const Weapon* weapon, float ammo)
324{
325  assert (weapon != NULL);
326  return this->increaseAmmunition(weapon->getLeafClassID(), ammo);
327
328}
329
330
331/**
332 * sets the capabilities of a Slot
333 * @param slot the slot to set the capability
334 * @param slotCapability the capability @see WM_SlotCapability
335 */
336void WeaponManager::setSlotCapability(int slot, long slotCapability)
337{
338  if (slot > slotCount)
339    return;
340  this->currentSlotConfig[slot].capability = slotCapability;
341}
342
343
344/**
345 * removes a Weapon from the WeaponManager
346 *
347 * !! The weapon must be inactive before you can delete it,    !!
348 * !! because it will still be deactivated (if it is selected) !!
349 */
350void WeaponManager::removeWeapon(Weapon* weapon, int configID)
351{
352  if (weapon == NULL)
353    return;
354  if (configID < 0)
355  {
356    for (int j = 0; j < WM_MAX_SLOTS; j++)
357    {
358      for (int i = 0; i < WM_MAX_CONFIGS; i++)
359      {
360        if (this->configs[i][j] == weapon)
361          this->configs[i][j] = NULL;
362      }
363      if (this->currentSlotConfig[j].currentWeapon == weapon)
364      {
365        this->currentSlotConfig[j].nextWeapon = NULL;
366      }
367    }
368  }
369}
370
371
372/**
373 * changes to the next weapon configuration
374 */
375void WeaponManager::nextWeaponConfig()
376{
377  ++this->currentConfigID;
378  if (this->currentConfigID >= WM_MAX_CONFIGS)
379    this->currentConfigID = 0;
380  this->changeWeaponConfig(this->currentConfigID);
381}
382
383/**
384 * changes to the previous configuration
385 */
386void WeaponManager::previousWeaponConfig()
387{
388  --this->currentConfigID;
389  if (this->currentConfigID < 0)
390    this->currentConfigID = WM_MAX_CONFIGS -1;
391  this->changeWeaponConfig(this->currentConfigID);
392}
393
394/**
395 * change to a desired configuration
396 * @param weaponConfig the configuration to jump to.
397 */
398void WeaponManager::changeWeaponConfig(int weaponConfig)
399{
400  this->currentConfigID = weaponConfig;
401  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
402  for (int i = 0; i < WM_MAX_SLOTS; i++)
403    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
404}
405
406
407/**
408 * triggers fire of all weapons in the current weaponconfig
409 */
410void WeaponManager::fire()
411{
412  Weapon* firingWeapon;
413  for(int i = 0; i < this->slotCount; i++)
414  {
415    firingWeapon = this->currentSlotConfig[i].currentWeapon;
416    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
417  }
418  this->crosshair->setRotationSpeed(500);
419  this->crossHairSizeAnim->replay();
420}
421
422
423/**
424 * triggers tick of all weapons in the current weaponconfig
425 * @param second passed since last tick
426 */
427void WeaponManager::tick(float dt)
428{
429  Weapon* tickWeapon;
430
431  for(int i = 0; i < this->slotCount; i++)
432  {
433/*
434    NICE LITTLE DEBUG FUNCTION
435       if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)
436      printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/
437
438    // current Weapon in Slot i
439    tickWeapon = this->currentSlotConfig[i].currentWeapon;
440    // On A change (current != next)
441    if (tickWeapon != this->currentSlotConfig[i].nextWeapon)
442    {
443      // if a Weapon is Active in slot i, deactivate it.
444      if (tickWeapon != NULL )
445      {
446        if (tickWeapon->isActive())
447        {
448          tickWeapon->requestAction(WA_DEACTIVATE);
449          continue;
450        }
451        else
452        {
453          tickWeapon->toList(OM_NULL);
454          this->currentSlotConfig[i].currentWeapon = NULL;
455        }
456      }
457
458      // switching to next Weapon
459      tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
460      if (tickWeapon != NULL)
461      {
462           //        if (this->parent != NULL)
463          tickWeapon->toList(this->parentEntity->getOMListNumber());
464        tickWeapon->requestAction(WA_ACTIVATE);
465        this->currentSlotConfig[i].position.activateNode();
466        tickWeapon->setParent(&this->currentSlotConfig[i].position);
467      }
468      else
469        this->currentSlotConfig[i].position.deactivateNode();
470      if (this->parentEntity != NULL && this->parentEntity->isA(CL_PLAYABLE))
471        dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged();
472    }
473    else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING))
474      this->currentSlotConfig[i].nextWeapon = NULL;
475  }
476}
477
478
479/**
480 * triggers draw of all weapons in the current weaponconfig
481 */
482void WeaponManager::draw() const
483{
484  assert(false || "must not be called");
485  Weapon* drawWeapon;
486  for (int i = 0; i < this->slotCount; i++)
487  {
488    drawWeapon = this->currentSlotConfig[i].currentWeapon;
489    if( drawWeapon != NULL && drawWeapon->isVisible())
490      drawWeapon->draw();
491  }
492}
493
494
495/**
496 * private gets the next free slot in a certain weaponconfig
497 * @param the selected weaponconfig -1 if none found
498 */
499int WeaponManager::getNextFreeSlot(int configID, long capability)
500{
501  if (configID == -1)
502  {
503    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
504      for( int i = 0; i < this->slotCount; ++i)
505      {
506        if( this->configs[configID][i] == NULL &&
507            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
508            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
509          return i;
510      }
511  }
512  else
513  {
514    for( int i = 0; i < this->slotCount; ++i)
515    {
516      if( this->configs[configID][i] == NULL &&
517          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
518          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
519        return i;
520    }
521  }
522  return -1;
523}
524
525CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType)
526{
527  for (unsigned int i = 0; i < this->ammo.size(); i++)
528  {
529    if (this->ammo[i]->getProjectileType() == projectileType)
530      return this->ammo[i];
531  }
532  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
533  return this->ammo.back();
534}
535
536CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon)
537{
538  assert (weapon != NULL);
539  return (this->getAmmoContainer(weapon->getLeafClassID()));
540}
541
542
543/**
544 * outputs some nice debug information about the WeaponManager
545 */
546void WeaponManager::debug() const
547{
548  PRINT(3)("WeaponManager Debug Information\n");
549  PRINT(3)("-------------------------------\n");
550  PRINT(3)("current Config is %d\n", this->currentConfigID);
551  for (int i = 0; i < WM_MAX_CONFIGS; i++)
552  {
553    PRINT(3)("Listing Weapons in Configuration %d\n", i);
554    for (int j = 0; j < WM_MAX_SLOTS; j++)
555    {
556      if (this->configs[i][j] != NULL)
557        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
558    }
559  }
560}
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