[4826] | 1 | |
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| 2 | /* |
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| 3 | orxonox - the future of 3D-vertical-scrollers |
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| 4 | |
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| 5 | Copyright (C) 2004 orx |
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| 6 | |
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| 7 | This program is free software; you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation; either version 2, or (at your option) |
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| 10 | any later version. |
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| 11 | |
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| 12 | ### File Specific |
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| 13 | main-programmer: Patrick Boenzli |
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[4832] | 14 | co-programmer: Benjamin Grauer |
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[4951] | 15 | |
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| 16 | 2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons. |
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[4826] | 17 | */ |
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| 18 | |
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[7350] | 19 | #define DEBUG_SPECIAL_MODULE 4 //DEBUG_MODULE_WEAPON |
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[4826] | 20 | |
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| 21 | #include "weapon_manager.h" |
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| 22 | #include "weapon.h" |
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[4834] | 23 | #include "crosshair.h" |
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[8315] | 24 | #include "class_list.h" |
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[4828] | 25 | |
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[6561] | 26 | #include "playable.h" |
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| 27 | |
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[7193] | 28 | #include "util/loading/load_param.h" |
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| 29 | #include "util/loading/factory.h" |
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[6055] | 30 | |
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[4837] | 31 | #include "t_animation.h" |
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[4826] | 32 | |
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| 33 | |
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| 34 | /** |
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[6054] | 35 | * @brief this initializes the weaponManager for a given nnumber of weapon slots |
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[4826] | 36 | * @param number of weapon slots of the model/ship <= 8 (limitied) |
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| 37 | */ |
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[6142] | 38 | WeaponManager::WeaponManager(WorldEntity* parent) |
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[4826] | 39 | { |
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[4833] | 40 | this->init(); |
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[8844] | 41 | this->setParentEntity(parent); |
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| 42 | |
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| 43 | assert (parent != NULL); |
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[4826] | 44 | } |
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| 45 | |
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[4949] | 46 | WeaponManager::WeaponManager(const TiXmlElement* root) |
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| 47 | { |
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| 48 | this->init(); |
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| 49 | this->loadParams(root); |
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| 50 | } |
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[4826] | 51 | |
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[4833] | 52 | /** |
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[6054] | 53 | * @brief Destroys a WeaponManager |
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[4833] | 54 | */ |
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[4826] | 55 | WeaponManager::~WeaponManager() |
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| 56 | { |
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[4834] | 57 | // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) |
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[8147] | 58 | // rennerc: crosshair seems not to delete itselve |
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[8315] | 59 | if (ClassList::exists(this->crosshair, CL_CROSSHAIR)) |
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| 60 | delete this->crosshair; |
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[4826] | 61 | } |
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| 62 | |
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[4834] | 63 | /** |
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[6054] | 64 | * @brief initializes the WeaponManager |
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[4834] | 65 | */ |
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[4833] | 66 | void WeaponManager::init() |
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| 67 | { |
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| 68 | this->setClassID(CL_WEAPON_MANAGER, "WeaponManager"); |
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[4826] | 69 | |
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[8844] | 70 | this->parentNode = NULL; |
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| 71 | this->parentEntity = NULL; |
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[4951] | 72 | |
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| 73 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 74 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 75 | this->configs[i][j] = NULL; |
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| 76 | |
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| 77 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[4833] | 78 | { |
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[4959] | 79 | this->currentSlotConfig[i].capability = WTYPE_ALL; |
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[4951] | 80 | this->currentSlotConfig[i].currentWeapon = NULL; |
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| 81 | this->currentSlotConfig[i].nextWeapon = NULL; |
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[4992] | 82 | |
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| 83 | // NAMING |
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| 84 | char* tmpName; |
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| 85 | if (this->getName()) |
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| 86 | { |
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| 87 | tmpName = new char[strlen(this->getName()) + 10]; |
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| 88 | sprintf(tmpName, "%s_slot%d", this->getName(), i); |
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| 89 | } |
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| 90 | else |
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| 91 | { |
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| 92 | tmpName = new char[30]; |
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| 93 | sprintf(tmpName, "WeaponMan_slot%d", i); |
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| 94 | } |
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| 95 | this->currentSlotConfig[i].position.setName(tmpName); |
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[6056] | 96 | this->currentSlotConfig[i].position.deactivateNode(); |
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[5208] | 97 | delete[] tmpName; |
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[4833] | 98 | } |
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[4895] | 99 | |
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[4951] | 100 | for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++) |
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| 101 | this->availiableWeapons[i] = NULL; |
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[4895] | 102 | |
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| 103 | |
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[4951] | 104 | this->currentConfigID = 0; |
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| 105 | this->slotCount = 2; |
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[8315] | 106 | //this->weaponChange; |
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[4895] | 107 | |
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[4951] | 108 | // CROSSHAIR INITIALISATION |
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[4834] | 109 | this->crosshair = new Crosshair(); |
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[6807] | 110 | //this->crosshair->setRelCoor(1000,0,0); |
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[4837] | 111 | this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize); |
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| 112 | this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND); |
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| 113 | this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR); |
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| 114 | this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); |
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| 115 | this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); |
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[4834] | 116 | } |
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[4833] | 117 | |
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[4834] | 118 | /** |
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[7350] | 119 | * @brief loads the settings of the WeaponManager |
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[4834] | 120 | * @param root the XML-element to load from |
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| 121 | */ |
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| 122 | void WeaponManager::loadParams(const TiXmlElement* root) |
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| 123 | { |
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[6512] | 124 | BaseObject::loadParams(root); |
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[4972] | 125 | |
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[5671] | 126 | LoadParam(root, "slot-count", this, WeaponManager, setSlotCount) |
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[6736] | 127 | .describe("how many slots(cannons) the WeaponManager can handle"); |
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[4834] | 128 | |
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[5644] | 129 | LOAD_PARAM_START_CYCLE(root, element); |
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[5654] | 130 | { |
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| 131 | // CHECK IF THIS WORKS.... |
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| 132 | LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons) |
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[6736] | 133 | .describe("loads Weapons"); |
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[5654] | 134 | } |
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[5644] | 135 | LOAD_PARAM_END_CYCLE(element); |
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[4833] | 136 | } |
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| 137 | |
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[4826] | 138 | /** |
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[7350] | 139 | * @brief loads a Weapon onto the WeaponManager |
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[4834] | 140 | * @param root the XML-element to load the Weapons from |
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| 141 | */ |
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| 142 | void WeaponManager::loadWeapons(const TiXmlElement* root) |
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| 143 | { |
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[5644] | 144 | LOAD_PARAM_START_CYCLE(root, element); |
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[4834] | 145 | |
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[8315] | 146 | BaseObject* object = Factory::fabricate(element); |
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| 147 | if (object != NULL) |
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| 148 | { |
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| 149 | Weapon* newWeapon = dynamic_cast<Weapon*>(object); |
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| 150 | if (newWeapon == NULL) |
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| 151 | delete object; |
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| 152 | } |
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[5644] | 153 | LOAD_PARAM_END_CYCLE(element); |
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[4834] | 154 | } |
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| 155 | |
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[4992] | 156 | /** |
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[7350] | 157 | * @brief sets the Parent of the WeaponManager. |
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[4992] | 158 | * @param parent the parent of the WeaponManager |
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| 159 | * |
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| 160 | * this is used, to identify to which ship/man/whatever this WeaponManager is connected. |
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| 161 | * also all the Slots will be subconnected to this parent. |
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[5435] | 162 | * |
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| 163 | * The reason this function exists is that the WeaponManager is neither a WorldEntity nor |
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| 164 | * a PNode. |
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[4992] | 165 | */ |
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[8844] | 166 | void WeaponManager::setParentEntity(WorldEntity* parent) |
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[4953] | 167 | { |
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[8844] | 168 | this->parentEntity = parent; |
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| 169 | if (this->parentNode == NULL) |
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| 170 | this->setParentNode(parent); |
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| 171 | } |
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| 172 | |
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| 173 | |
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| 174 | void WeaponManager::setParentNode(PNode* parent) |
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| 175 | { |
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| 176 | this->parentNode = parent; |
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| 177 | assert(parent != NULL); |
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| 178 | |
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| 179 | if (this->parentNode != NULL) |
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[4953] | 180 | { |
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| 181 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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[8844] | 182 | this->parentNode->addChild(&this->currentSlotConfig[i].position); |
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[4953] | 183 | } |
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[8844] | 184 | |
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[4953] | 185 | } |
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| 186 | |
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[8844] | 187 | |
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[4834] | 188 | /** |
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[7350] | 189 | * @brief sets the number of Slots the WeaponManager has |
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[4926] | 190 | * @param slotCount the number of slots |
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[4834] | 191 | */ |
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[4951] | 192 | void WeaponManager::setSlotCount(unsigned int slotCount) |
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[4834] | 193 | { |
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[4951] | 194 | if (slotCount <= WM_MAX_SLOTS) |
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| 195 | this->slotCount = slotCount; |
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| 196 | else |
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| 197 | this->slotCount = WM_MAX_SLOTS; |
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[4834] | 198 | } |
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| 199 | |
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[4972] | 200 | |
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| 201 | /** |
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[7350] | 202 | * @brief sets the position of the Slot relative to the parent |
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[4972] | 203 | * @param slot the slot to set-up |
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| 204 | * @param position the position of the given slot |
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| 205 | */ |
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[6803] | 206 | void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent) |
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[4953] | 207 | { |
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| 208 | if (slot < this->slotCount) |
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[6803] | 209 | { |
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[4953] | 210 | this->currentSlotConfig[slot].position.setRelCoor(position); |
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[6803] | 211 | |
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| 212 | if (parent != NULL) |
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| 213 | this->currentSlotConfig[slot].position.setParent(parent); |
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| 214 | } |
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[4953] | 215 | } |
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| 216 | |
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[4972] | 217 | |
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| 218 | /** |
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[7350] | 219 | * @brief sets the relative rotation of the slot to its parent |
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[4972] | 220 | * @param slot the slot to set-up |
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| 221 | * @param rotation the relative rotation of the given slot |
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| 222 | */ |
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[4969] | 223 | void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation) |
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| 224 | { |
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| 225 | if (slot < this->slotCount) |
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| 226 | this->currentSlotConfig[slot].position.setRelDir(rotation); |
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| 227 | } |
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| 228 | |
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| 229 | |
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[4834] | 230 | /** |
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[7350] | 231 | * @brief adds a weapon to the selected weaponconfiguration into the selected slot |
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[4972] | 232 | * @param weapon the weapon to add |
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| 233 | * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot |
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| 234 | * @param slotID an identifier for the weapon configuration, number between 0..3 |
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[4832] | 235 | * |
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| 236 | * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be |
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[4906] | 237 | * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free |
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[4832] | 238 | * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be |
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| 239 | * a error message. |
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[4826] | 240 | */ |
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[6561] | 241 | bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID) |
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[4826] | 242 | { |
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[6753] | 243 | if ( weapon == NULL ) |
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[6737] | 244 | return false; |
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[6679] | 245 | |
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[4951] | 246 | if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount)) |
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[4826] | 247 | { |
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[6679] | 248 | PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount); |
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| 249 | if (configID >= WM_MAX_CONFIGS) |
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| 250 | configID = -1; |
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| 251 | if (slotID >= (int)this->slotCount) |
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| 252 | slotID = -1; |
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[4951] | 253 | } |
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[6679] | 254 | // if no ConfigID is supplied set to Current Config. |
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| 255 | if (configID <= -1) |
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| 256 | configID = this->currentConfigID; |
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| 257 | // |
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| 258 | if (configID > -1 && slotID == -1) |
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| 259 | { |
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| 260 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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| 261 | if (slotID == -1) |
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| 262 | configID = -1; |
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| 263 | } |
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[4951] | 264 | |
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[6676] | 265 | if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL) |
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| 266 | { |
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| 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()); |
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| 268 | return false; |
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| 269 | } |
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[4951] | 270 | |
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[6676] | 271 | if (slotID <= -1) // WM_FREE_SLOT |
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[4951] | 272 | { |
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[5441] | 273 | slotID = this->getNextFreeSlot(configID, weapon->getCapability()); |
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[4951] | 274 | if( slotID < 0 || slotID >= this->slotCount) |
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[4826] | 275 | { |
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[5441] | 276 | PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n"); |
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[6561] | 277 | return false; |
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[4826] | 278 | } |
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| 279 | } |
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[4953] | 280 | |
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[5441] | 281 | if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) && |
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[6736] | 282 | this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS) |
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[5441] | 283 | { |
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| 284 | PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n", |
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| 285 | slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability); |
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[6561] | 286 | return false; |
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[5441] | 287 | } |
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| 288 | |
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[4953] | 289 | //! @todo check if the weapon is already assigned to another config in another slot |
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[6714] | 290 | if (this->configs[configID][slotID] != NULL) |
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| 291 | return false; |
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[6676] | 292 | |
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[4951] | 293 | this->configs[configID][slotID] = weapon; |
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[6669] | 294 | weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType())); |
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[6736] | 295 | if(configID == this->currentConfigID) |
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| 296 | this->currentSlotConfig[slotID].nextWeapon = weapon; |
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[8844] | 297 | //if (this->parent != NULL) |
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[6142] | 298 | { |
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[8844] | 299 | this->parentNode->addChild(weapon); |
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| 300 | if (this->parentEntity->isA(CL_PLAYABLE)) |
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| 301 | dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); |
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[6920] | 302 | weapon->setDefaultTarget(this->crosshair); |
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[6142] | 303 | } |
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[6676] | 304 | PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID); |
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[6561] | 305 | return true; |
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[4826] | 306 | } |
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| 307 | |
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[4834] | 308 | /** |
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[6931] | 309 | * @brief increases the Energy of the WeaponContainer of type (projectileType) |
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| 310 | * @param projectileType the type of weapon to increase Energy from |
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| 311 | * @param ammo the ammo to increase |
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| 312 | */ |
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| 313 | float WeaponManager::increaseAmmunition(ClassID projectileType, float ammo) |
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| 314 | { |
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| 315 | return this->getAmmoContainer(projectileType)->increaseEnergy(ammo); |
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| 316 | } |
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| 317 | |
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[6972] | 318 | /** |
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| 319 | * @brief does the same as the funtion inclreaseAmmunition, added four your convenience |
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| 320 | * @param weapon, the Weapon to read the ammo-info about. |
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| 321 | * @param ammo how much ammo to add. |
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| 322 | */ |
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| 323 | float WeaponManager::inclreaseAmmunition(const Weapon* weapon, float ammo) |
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| 324 | { |
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| 325 | assert (weapon != NULL); |
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| 326 | return this->increaseAmmunition(weapon->getLeafClassID(), ammo); |
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[6931] | 327 | |
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[6972] | 328 | } |
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[6931] | 329 | |
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[6972] | 330 | |
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[6931] | 331 | /** |
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[4954] | 332 | * sets the capabilities of a Slot |
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| 333 | * @param slot the slot to set the capability |
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| 334 | * @param slotCapability the capability @see WM_SlotCapability |
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| 335 | */ |
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| 336 | void WeaponManager::setSlotCapability(int slot, long slotCapability) |
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| 337 | { |
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| 338 | if (slot > slotCount) |
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| 339 | return; |
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| 340 | this->currentSlotConfig[slot].capability = slotCapability; |
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| 341 | } |
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| 342 | |
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| 343 | |
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| 344 | /** |
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[4834] | 345 | * removes a Weapon from the WeaponManager |
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[4954] | 346 | * |
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| 347 | * !! The weapon must be inactive before you can delete it, !! |
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| 348 | * !! because it will still be deactivated (if it is selected) !! |
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[4834] | 349 | */ |
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[4826] | 350 | void WeaponManager::removeWeapon(Weapon* weapon, int configID) |
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| 351 | { |
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[4954] | 352 | if (weapon == NULL) |
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| 353 | return; |
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| 354 | if (configID < 0) |
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| 355 | { |
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| 356 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 357 | { |
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| 358 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 359 | { |
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| 360 | if (this->configs[i][j] == weapon) |
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| 361 | this->configs[i][j] = NULL; |
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| 362 | } |
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| 363 | if (this->currentSlotConfig[j].currentWeapon == weapon) |
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| 364 | { |
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| 365 | this->currentSlotConfig[j].nextWeapon = NULL; |
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| 366 | } |
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| 367 | } |
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| 368 | } |
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[4826] | 369 | } |
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| 370 | |
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| 371 | |
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| 372 | /** |
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[4832] | 373 | * changes to the next weapon configuration |
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[4826] | 374 | */ |
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[4954] | 375 | void WeaponManager::nextWeaponConfig() |
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[4826] | 376 | { |
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[4951] | 377 | ++this->currentConfigID; |
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| 378 | if (this->currentConfigID >= WM_MAX_CONFIGS) |
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| 379 | this->currentConfigID = 0; |
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[4952] | 380 | this->changeWeaponConfig(this->currentConfigID); |
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| 381 | } |
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[4826] | 382 | |
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[4953] | 383 | /** |
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| 384 | * changes to the previous configuration |
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| 385 | */ |
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[4952] | 386 | void WeaponManager::previousWeaponConfig() |
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| 387 | { |
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| 388 | --this->currentConfigID; |
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| 389 | if (this->currentConfigID < 0) |
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| 390 | this->currentConfigID = WM_MAX_CONFIGS -1; |
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| 391 | this->changeWeaponConfig(this->currentConfigID); |
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| 392 | } |
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| 393 | |
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[4953] | 394 | /** |
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| 395 | * change to a desired configuration |
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| 396 | * @param weaponConfig the configuration to jump to. |
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| 397 | */ |
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[4952] | 398 | void WeaponManager::changeWeaponConfig(int weaponConfig) |
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| 399 | { |
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| 400 | this->currentConfigID = weaponConfig; |
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| 401 | PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); |
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[4951] | 402 | for (int i = 0; i < WM_MAX_SLOTS; i++) |
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| 403 | this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; |
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[4826] | 404 | } |
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| 405 | |
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| 406 | |
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| 407 | /** |
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[4832] | 408 | * triggers fire of all weapons in the current weaponconfig |
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[4826] | 409 | */ |
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[4832] | 410 | void WeaponManager::fire() |
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[4826] | 411 | { |
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| 412 | Weapon* firingWeapon; |
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[4951] | 413 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 414 | { |
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[4951] | 415 | firingWeapon = this->currentSlotConfig[i].currentWeapon; |
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[4885] | 416 | if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT); |
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[4826] | 417 | } |
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[4837] | 418 | this->crosshair->setRotationSpeed(500); |
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| 419 | this->crossHairSizeAnim->replay(); |
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[4826] | 420 | } |
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| 421 | |
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| 422 | |
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| 423 | /** |
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[4832] | 424 | * triggers tick of all weapons in the current weaponconfig |
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| 425 | * @param second passed since last tick |
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[4826] | 426 | */ |
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[4833] | 427 | void WeaponManager::tick(float dt) |
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[4826] | 428 | { |
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[4951] | 429 | Weapon* tickWeapon; |
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| 430 | |
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| 431 | for(int i = 0; i < this->slotCount; i++) |
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[4826] | 432 | { |
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[6736] | 433 | /* |
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| 434 | NICE LITTLE DEBUG FUNCTION |
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| 435 | if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL) |
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| 436 | printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/ |
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[4951] | 437 | |
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[6736] | 438 | // current Weapon in Slot i |
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[4951] | 439 | tickWeapon = this->currentSlotConfig[i].currentWeapon; |
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[6736] | 440 | // On A change (current != next) |
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| 441 | if (tickWeapon != this->currentSlotConfig[i].nextWeapon) |
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[4951] | 442 | { |
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[6736] | 443 | // if a Weapon is Active in slot i, deactivate it. |
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| 444 | if (tickWeapon != NULL ) |
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[4951] | 445 | { |
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[6736] | 446 | if (tickWeapon->isActive()) |
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[4953] | 447 | { |
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[6736] | 448 | tickWeapon->requestAction(WA_DEACTIVATE); |
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| 449 | continue; |
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[4953] | 450 | } |
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[6055] | 451 | else |
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[6736] | 452 | { |
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| 453 | tickWeapon->toList(OM_NULL); |
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| 454 | this->currentSlotConfig[i].currentWeapon = NULL; |
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| 455 | } |
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[4951] | 456 | } |
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[6736] | 457 | |
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| 458 | // switching to next Weapon |
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| 459 | tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; |
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| 460 | if (tickWeapon != NULL) |
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| 461 | { |
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[8844] | 462 | // if (this->parent != NULL) |
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| 463 | tickWeapon->toList(this->parentEntity->getOMListNumber()); |
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[6736] | 464 | tickWeapon->requestAction(WA_ACTIVATE); |
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| 465 | this->currentSlotConfig[i].position.activateNode(); |
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| 466 | tickWeapon->setParent(&this->currentSlotConfig[i].position); |
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| 467 | } |
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| 468 | else |
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| 469 | this->currentSlotConfig[i].position.deactivateNode(); |
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[8844] | 470 | if (this->parentEntity != NULL && this->parentEntity->isA(CL_PLAYABLE)) |
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| 471 | dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged(); |
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[4951] | 472 | } |
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[6918] | 473 | else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING)) |
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| 474 | this->currentSlotConfig[i].nextWeapon = NULL; |
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[4826] | 475 | } |
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| 476 | } |
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| 477 | |
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| 478 | |
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| 479 | /** |
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[4832] | 480 | * triggers draw of all weapons in the current weaponconfig |
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[4826] | 481 | */ |
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[4951] | 482 | void WeaponManager::draw() const |
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[4826] | 483 | { |
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[8315] | 484 | assert(false || "must not be called"); |
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[4951] | 485 | Weapon* drawWeapon; |
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| 486 | for (int i = 0; i < this->slotCount; i++) |
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[4826] | 487 | { |
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[4951] | 488 | drawWeapon = this->currentSlotConfig[i].currentWeapon; |
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| 489 | if( drawWeapon != NULL && drawWeapon->isVisible()) |
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| 490 | drawWeapon->draw(); |
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[4826] | 491 | } |
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| 492 | } |
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| 493 | |
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| 494 | |
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| 495 | /** |
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[4832] | 496 | * private gets the next free slot in a certain weaponconfig |
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[6669] | 497 | * @param the selected weaponconfig -1 if none found |
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[4826] | 498 | */ |
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[5440] | 499 | int WeaponManager::getNextFreeSlot(int configID, long capability) |
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[4826] | 500 | { |
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[6676] | 501 | if (configID == -1) |
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[4826] | 502 | { |
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[6676] | 503 | for (configID = 0; configID < WM_MAX_CONFIGS; configID++) |
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| 504 | for( int i = 0; i < this->slotCount; ++i) |
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| 505 | { |
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| 506 | if( this->configs[configID][i] == NULL && |
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| 507 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && |
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| 508 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) |
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| 509 | return i; |
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[6736] | 510 | } |
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[4826] | 511 | } |
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[6676] | 512 | else |
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| 513 | { |
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| 514 | for( int i = 0; i < this->slotCount; ++i) |
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| 515 | { |
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| 516 | if( this->configs[configID][i] == NULL && |
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| 517 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) && |
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| 518 | (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS)) |
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| 519 | return i; |
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| 520 | } |
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| 521 | } |
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[4826] | 522 | return -1; |
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| 523 | } |
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| 524 | |
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[6669] | 525 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType) |
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| 526 | { |
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| 527 | for (unsigned int i = 0; i < this->ammo.size(); i++) |
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| 528 | { |
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| 529 | if (this->ammo[i]->getProjectileType() == projectileType) |
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| 530 | return this->ammo[i]; |
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| 531 | } |
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| 532 | this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType))); |
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| 533 | return this->ammo.back(); |
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| 534 | } |
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[4951] | 535 | |
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[6972] | 536 | CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon) |
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| 537 | { |
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| 538 | assert (weapon != NULL); |
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| 539 | return (this->getAmmoContainer(weapon->getLeafClassID())); |
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| 540 | } |
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[4951] | 541 | |
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[6972] | 542 | |
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[4953] | 543 | /** |
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| 544 | * outputs some nice debug information about the WeaponManager |
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| 545 | */ |
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[4951] | 546 | void WeaponManager::debug() const |
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| 547 | { |
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| 548 | PRINT(3)("WeaponManager Debug Information\n"); |
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| 549 | PRINT(3)("-------------------------------\n"); |
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| 550 | PRINT(3)("current Config is %d\n", this->currentConfigID); |
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| 551 | for (int i = 0; i < WM_MAX_CONFIGS; i++) |
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| 552 | { |
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| 553 | PRINT(3)("Listing Weapons in Configuration %d\n", i); |
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| 554 | for (int j = 0; j < WM_MAX_SLOTS; j++) |
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| 555 | { |
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| 556 | if (this->configs[i][j] != NULL) |
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| 557 | PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName()); |
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| 558 | } |
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| 559 | } |
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| 560 | } |
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