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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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19 | |
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20 | #include "weapon.h" |
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21 | #include "stdincl.h" |
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22 | #include "world_entity.h" |
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23 | #include "vector.h" |
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24 | #include "model.h" |
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25 | #include "projectile.h" |
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26 | #include "list.h" |
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27 | #include "world.h" |
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28 | |
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29 | using namespace std; |
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30 | |
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31 | |
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32 | |
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33 | /** |
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34 | \brief this initializes the weaponManager for a given nnumber of weapon slots |
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35 | \param number of weapon slots of the model/ship <= 8 (limitied) |
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36 | */ |
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37 | WeaponManager::WeaponManager(int nrOfSlots) |
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38 | { |
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39 | for(int i = 0; i < W_MAX_CONFIGS; ++i) |
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40 | { |
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41 | this->configs[i].bUsed = false; |
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42 | for(int j = 0; j < W_MAX_SLOTS; ++j) |
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43 | this->configs[i].slots[j] = NULL; |
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44 | } |
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45 | this->nrOfSlots = nrOfSlots; |
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46 | this->currConfID = W_CONFIG0; |
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47 | } |
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48 | |
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49 | |
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50 | WeaponManager::~WeaponManager() |
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51 | { |
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52 | /* |
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53 | i dont have to delete the weapons itself, because they are |
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54 | worldentities and therefore in the entities list of the world. |
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55 | world will clean them up for me |
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56 | */ |
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57 | for(int i = 0; i < W_MAX_CONFIGS; ++i) |
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58 | { |
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59 | this->configs[i].bUsed = false; |
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60 | for(int j = 0; j < W_MAX_SLOTS; ++j) |
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61 | this->configs[i].slots[j] = NULL; |
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62 | } |
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63 | } |
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64 | |
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65 | |
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66 | /** |
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67 | \brief adds a weapon to the selected weaponconfiguration into the selected slot |
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68 | \param the weapon to add |
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69 | \param an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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70 | \param an identifier for the weapon configuration, number between 0..3 |
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71 | |
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72 | if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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73 | replaced by the weapon specified. if you use the W_FREE_SLOT, the manager will look for a free |
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74 | slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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75 | a error message. |
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76 | */ |
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77 | void WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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78 | { |
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79 | if( slotID == W_FREE_SLOT) |
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80 | { |
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81 | int freeSlot = this->getNextFreeSlot( configID); |
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82 | if( freeSlot < 0 || freeSlot >= this->nrOfSlots) |
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83 | { |
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84 | PRINTF(0)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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85 | return; |
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86 | } |
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87 | PRINTF(3)("Added new Weapon to Config:%i/Slot:%i\n", configID, freeSlot); |
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88 | this->configs[configID].bUsed = true; |
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89 | this->configs[configID].slots[freeSlot] = weapon; |
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90 | return; |
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91 | } |
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92 | this->configs[configID].bUsed = true; |
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93 | this->configs[configID].slots[slotID] = weapon; |
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94 | PRINTF(3)("Added a new Weapon to the WeaponManager: config %i/ slot %i\n", configID, slotID); |
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95 | } |
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96 | |
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97 | |
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98 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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99 | { |
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100 | /* empty */ |
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101 | } |
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102 | |
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103 | |
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104 | /** |
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105 | \brief changes to the next weapon configuration |
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106 | |
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107 | if there are multiple weapon configurations defined by the manager, use this to switch between them |
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108 | this function will deactivate the weapons first, change the config and reactivate them later |
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109 | */ |
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110 | void WeaponManager::nextWeaponConf() |
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111 | { |
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112 | PRINTF(4)("Changing weapon configuration: from %i\n", this->currConfID); |
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113 | |
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114 | Weapon* w; |
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115 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
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116 | { |
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117 | w = this->configs[this->currConfID].slots[i]; |
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118 | if( w != NULL) w->deactivate(); |
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119 | } |
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120 | int i; |
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121 | for(i = this->currConfID + 1; i < W_MAX_CONFIGS && !this->configs[i].bUsed; ++i); |
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122 | if( i == W_MAX_CONFIGS) this->currConfID = W_CONFIG0; |
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123 | else this->currConfID = i; |
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124 | PRINTF(4)("\tto %i\n", this->currConfID); |
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125 | |
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126 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
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127 | { |
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128 | w = this->configs[this->currConfID].slots[i]; |
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129 | if( w != NULL) w->activate(); |
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130 | } |
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131 | } |
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132 | |
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133 | |
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134 | |
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135 | /** |
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136 | \brief triggers fire of all weapons in the current weaponconfig |
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137 | */ |
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138 | void WeaponManager::fire() |
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139 | { |
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140 | Weapon* firingWeapon; |
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141 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
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142 | { |
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143 | firingWeapon = this->configs[this->currConfID].slots[i]; |
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144 | if( firingWeapon != NULL) firingWeapon->fire(); |
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145 | } |
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146 | } |
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147 | |
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148 | |
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149 | /** |
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150 | \brief triggers tick of all weapons in the current weaponconfig |
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151 | \param second passed since last tick |
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152 | */ |
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153 | void WeaponManager::tick(float sec) |
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154 | { |
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155 | Weapon* w; |
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156 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
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157 | { |
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158 | w = this->configs[this->currConfID].slots[i]; |
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159 | if( w != NULL) w->tick(sec); |
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160 | } |
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161 | } |
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162 | |
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163 | |
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164 | /** |
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165 | \brief triggers draw of all weapons in the current weaponconfig |
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166 | */ |
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167 | void WeaponManager::draw() |
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168 | { |
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169 | Weapon* w; |
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170 | for(int i = 0; i < W_MAX_SLOTS; ++i) |
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171 | { |
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172 | w = this->configs[this->currConfID].slots[i]; |
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173 | if( w != NULL) w->draw(); |
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174 | } |
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175 | } |
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176 | |
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177 | |
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178 | /** |
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179 | \brief private gets the next free slot in a certain weaponconfig |
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180 | \param the selected weaponconfig |
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181 | */ |
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182 | int WeaponManager::getNextFreeSlot(int configID) |
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183 | { |
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184 | for( int i = 0; i < W_MAX_SLOTS; ++i) |
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185 | { |
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186 | if( this->configs[configID].slots[i] == NULL) |
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187 | return i; |
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188 | } |
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189 | return -1; |
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190 | } |
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191 | |
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192 | |
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193 | |
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194 | |
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195 | |
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196 | |
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197 | /** |
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198 | \brief standard constructor |
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199 | |
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200 | creates a new weapon |
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201 | */ |
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202 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
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203 | : WorldEntity() |
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204 | { |
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205 | parent->addChild(this, PNODE_ALL); |
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206 | this->setRelCoor(coordinate); |
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207 | this->setRelDir(direction); |
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208 | WorldInterface* wi = WorldInterface::getInstance(); |
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209 | this->worldEntities = wi->getEntityList(); |
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210 | |
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211 | this->objectComponent1 = NULL; |
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212 | this->objectComponent2 = NULL; |
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213 | this->objectComponent3 = NULL; |
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214 | |
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215 | this->animation1 = NULL; |
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216 | this->animation2 = NULL; |
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217 | this->animation3 = NULL; |
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218 | } |
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219 | |
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220 | |
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221 | /** |
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222 | \brief standard deconstructor |
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223 | */ |
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224 | Weapon::~Weapon () |
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225 | { |
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226 | // model will be deleted from WorldEntity-destructor |
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227 | //this->worldEntities = NULL; |
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228 | |
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229 | /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ |
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230 | |
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231 | /* all animations are deleted via the animation player*/ |
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232 | } |
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233 | |
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234 | |
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235 | /** |
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236 | \brief enables the weapon |
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237 | |
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238 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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239 | been enabled, it can interact in a world. elswhere it wont react to any |
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240 | action. |
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241 | */ |
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242 | void Weapon::enable() |
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243 | { |
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244 | this->enabled = true; |
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245 | } |
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246 | |
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247 | |
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248 | /** |
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249 | \brief disables the weapon |
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250 | |
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251 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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252 | been enabled, it can interact in a world. elswhere it wont react to any |
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253 | action. |
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254 | */ |
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255 | void Weapon::disable() |
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256 | { |
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257 | this->enabled = false; |
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258 | } |
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259 | |
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260 | |
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261 | /** |
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262 | \brief checks if the weapon is enabled |
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263 | \returns true if enabled |
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264 | |
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265 | a weapon can be ebabled/disabled because of various reasons. if a weapon is |
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266 | been enabled, it can interact in a world. elswhere it wont react to any |
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267 | action. |
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268 | */ |
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269 | bool Weapon::isEnabled() |
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270 | { |
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271 | return this->enabled; |
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272 | } |
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273 | |
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274 | |
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275 | /** |
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276 | \brief sets a new projectile to the weapon |
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277 | \param new projectile for this weapon |
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278 | |
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279 | weapon an projectile are independent, so you can combine them as you want |
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280 | */ |
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281 | void Weapon::setProjectile(Projectile* projectile) |
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282 | { |
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283 | this->projectile = projectile; |
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284 | } |
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285 | |
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286 | |
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287 | /** |
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288 | \brief sets a new projectile to the weapon |
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289 | \returns the current projectile of this weapon |
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290 | |
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291 | weapon an projectile are independent, so you can combine them as you want |
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292 | */ |
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293 | Projectile* Weapon::getProjectile() |
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294 | { |
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295 | return this->projectile; |
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296 | } |
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297 | |
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298 | |
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299 | /** |
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300 | \brief this activates the weapon |
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301 | |
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302 | This is needed, since there can be more than one weapon on a ship. the |
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303 | activation can be connected with an animation. for example the weapon is |
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304 | been armed out. |
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305 | */ |
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306 | void Weapon::activate() |
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307 | {} |
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308 | |
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309 | |
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310 | /** |
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311 | \brief this deactivates the weapon |
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312 | |
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313 | This is needed, since there can be more than one weapon on a ship. the |
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314 | activation can be connected with an animation. for example the weapon is |
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315 | been armed out. |
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316 | */ |
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317 | void Weapon::deactivate() |
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318 | {} |
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319 | |
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320 | /** |
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321 | \brief asks if the current weapon is active |
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322 | \returns true if it the weapon is active |
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323 | */ |
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324 | bool Weapon::isActive() |
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325 | {} |
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326 | |
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327 | |
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328 | |
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329 | |
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330 | |
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331 | |
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332 | /** |
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333 | \brief is called, when the weapon gets hit (=collide with something) |
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334 | \param from which entity it is been hit |
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335 | \param where it is been hit |
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336 | |
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337 | this may not be used, since it would make the game relay complicated when one |
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338 | can destroy the weapons of enemies or vice versa. |
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339 | */ |
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340 | void Weapon::hit (WorldEntity* entity, Vector* position) |
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341 | {} |
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342 | |
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343 | |
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344 | /** |
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345 | \brief is called, when the weapon is destroyed |
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346 | |
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347 | this is in conjunction with the hit function, so when a weapon is able to get |
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348 | hit, it can also be destoryed. |
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349 | */ |
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350 | void Weapon::destroy () |
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351 | {} |
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352 | |
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353 | |
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354 | /** |
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355 | \brief tick signal for time dependent/driven stuff |
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356 | */ |
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357 | void Weapon::tick (float time) |
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358 | {} |
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359 | |
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360 | |
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361 | /** |
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362 | \brief is called, when there is no fire button pressed |
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363 | */ |
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364 | void Weapon::weaponIdle() |
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365 | {} |
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366 | |
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367 | |
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368 | /** |
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369 | \brief this will draw the weapon |
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370 | */ |
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371 | void Weapon::draw () |
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372 | {} |
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373 | |
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