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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon_manager.cc @ 6777

Last change on this file since 6777 was 6753, checked in by patrick, 19 years ago

trunk: merged network back to trunk

File size: 14.0 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 DEBUG_MODULE_WEAPON
20
21#include "weapon_manager.h"
22#include "weapon.h"
23#include "crosshair.h"
24
25#include "playable.h"
26
27#include "load_param.h"
28#include "factory.h"
29
30#include "t_animation.h"
31
32using namespace std;
33
34
35/**
36 * @brief this initializes the weaponManager for a given nnumber of weapon slots
37 * @param number of weapon slots of the model/ship <= 8 (limitied)
38 */
39WeaponManager::WeaponManager(WorldEntity* parent)
40{
41  this->init();
42  this->setParent(parent);
43}
44
45WeaponManager::WeaponManager(const TiXmlElement* root)
46{
47  this->init();
48  this->loadParams(root);
49}
50
51/**
52 * @brief Destroys a WeaponManager
53 */
54WeaponManager::~WeaponManager()
55{
56  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
57  //delete this->crosshair;
58}
59
60/**
61 * @brief initializes the WeaponManager
62 */
63void WeaponManager::init()
64{
65  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
66
67  this->parent = NULL;
68
69  for (int i = 0; i < WM_MAX_CONFIGS; i++)
70    for (int j = 0; j < WM_MAX_SLOTS; j++)
71      this->configs[i][j] = NULL;
72
73  for (int i = 0; i < WM_MAX_SLOTS; i++)
74  {
75    this->currentSlotConfig[i].capability = WTYPE_ALL;
76    this->currentSlotConfig[i].currentWeapon = NULL;
77    this->currentSlotConfig[i].nextWeapon = NULL;
78
79    // NAMING
80    char* tmpName;
81    if (this->getName())
82    {
83      tmpName = new char[strlen(this->getName()) + 10];
84      sprintf(tmpName, "%s_slot%d", this->getName(), i);
85    }
86    else
87    {
88      tmpName = new char[30];
89      sprintf(tmpName, "WeaponMan_slot%d", i);
90    }
91    this->currentSlotConfig[i].position.setName(tmpName);
92    this->currentSlotConfig[i].position.deactivateNode();
93    delete[] tmpName;
94  }
95
96  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
97    this->availiableWeapons[i] = NULL;
98
99
100  this->currentConfigID = 0;
101  this->slotCount = 2;
102  this->weaponChange;
103
104  // CROSSHAIR INITIALISATION
105  this->crosshair = new Crosshair();
106
107  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
108  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
109  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
110  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
111  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
112}
113
114/**
115 * loads the settings of the WeaponManager
116 * @param root the XML-element to load from
117 */
118void WeaponManager::loadParams(const TiXmlElement* root)
119{
120  BaseObject::loadParams(root);
121
122  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
123  .describe("how many slots(cannons) the WeaponManager can handle");
124
125  LOAD_PARAM_START_CYCLE(root, element);
126  {
127    // CHECK IF THIS WORKS....
128    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
129    .describe("loads Weapons");
130  }
131  LOAD_PARAM_END_CYCLE(element);
132}
133
134/**
135 * loads a Weapon onto the WeaponManager
136 * @param root the XML-element to load the Weapons from
137 */
138void WeaponManager::loadWeapons(const TiXmlElement* root)
139{
140  LOAD_PARAM_START_CYCLE(root, element);
141
142  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element));
143  /// @todo implement this !!
144
145
146  LOAD_PARAM_END_CYCLE(element);
147}
148
149/**
150 * sets the Parent of the WeaponManager.
151 * @param parent the parent of the WeaponManager
152 *
153 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
154 * also all the Slots will be subconnected to this parent.
155 *
156 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
157 * a PNode.
158 */
159void WeaponManager::setParent(WorldEntity* parent)
160{
161  this->parent = parent;
162  if (this->parent != NULL)
163  {
164    for (int i = 0; i < WM_MAX_SLOTS; i++)
165      this->parent->addChild(&this->currentSlotConfig[i].position);
166  }
167}
168
169/**
170 * sets the number of Slots the WeaponManager has
171 * @param slotCount the number of slots
172 */
173void WeaponManager::setSlotCount(unsigned int slotCount)
174{
175  if (slotCount <= WM_MAX_SLOTS)
176    this->slotCount = slotCount;
177  else
178    this->slotCount = WM_MAX_SLOTS;
179}
180
181
182/**
183 * sets the position of the Slot relative to the parent
184 * @param slot the slot to set-up
185 * @param position the position of the given slot
186 */
187void WeaponManager::setSlotPosition(int slot, const Vector& position)
188{
189  if (slot < this->slotCount)
190    this->currentSlotConfig[slot].position.setRelCoor(position);
191}
192
193
194/**
195 * sets the relative rotation of the slot to its parent
196 * @param slot the slot to set-up
197 * @param rotation the relative rotation of the given slot
198 */
199void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
200{
201  if (slot < this->slotCount)
202    this->currentSlotConfig[slot].position.setRelDir(rotation);
203}
204
205
206/**
207 * adds a weapon to the selected weaponconfiguration into the selected slot
208 * @param weapon the weapon to add
209 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
210 * @param slotID an identifier for the weapon configuration, number between 0..3
211 *
212 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
213 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
214 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
215 * a error message.
216 */
217bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
218{
219  if ( weapon == NULL )
220    return false;
221
222  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
223  {
224    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount);
225    if (configID >= WM_MAX_CONFIGS)
226      configID = -1;
227    if (slotID >= (int)this->slotCount)
228      slotID = -1;
229  }
230  // if no ConfigID is supplied set to Current Config.
231  if (configID <= -1)
232    configID = this->currentConfigID;
233  //
234  if (configID > -1 && slotID == -1)
235  {
236    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
237    if (slotID == -1)
238      configID = -1;
239  }
240
241  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
242  {
243    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName());
244    return false;
245  }
246
247  if (slotID <= -1) // WM_FREE_SLOT
248  {
249    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
250    if( slotID < 0 || slotID >= this->slotCount)
251    {
252      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
253      return false;
254    }
255  }
256
257  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
258      this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
259  {
260    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
261              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
262    return false;
263  }
264
265  //! @todo check if the weapon is already assigned to another config in another slot
266  if (this->configs[configID][slotID] != NULL)
267    return false;
268
269  this->configs[configID][slotID] = weapon;
270  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
271  if(configID == this->currentConfigID)
272    this->currentSlotConfig[slotID].nextWeapon = weapon;
273  if (this->parent != NULL)
274  {
275    this->parent->addChild(weapon);
276    if (this->parent->isA(CL_PLAYABLE))
277      dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
278  }
279  PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID);
280  return true;
281}
282
283/**
284 * sets the capabilities of a Slot
285 * @param slot the slot to set the capability
286 * @param slotCapability the capability @see WM_SlotCapability
287 */
288void WeaponManager::setSlotCapability(int slot, long slotCapability)
289{
290  if (slot > slotCount)
291    return;
292  this->currentSlotConfig[slot].capability = slotCapability;
293}
294
295
296/**
297 * removes a Weapon from the WeaponManager
298 *
299 * !! The weapon must be inactive before you can delete it,    !!
300 * !! because it will still be deactivated (if it is selected) !!
301 */
302void WeaponManager::removeWeapon(Weapon* weapon, int configID)
303{
304  if (weapon == NULL)
305    return;
306  if (configID < 0)
307  {
308    for (int j = 0; j < WM_MAX_SLOTS; j++)
309    {
310      for (int i = 0; i < WM_MAX_CONFIGS; i++)
311      {
312        if (this->configs[i][j] == weapon)
313          this->configs[i][j] = NULL;
314      }
315      if (this->currentSlotConfig[j].currentWeapon == weapon)
316      {
317        this->currentSlotConfig[j].nextWeapon = NULL;
318      }
319    }
320  }
321}
322
323
324/**
325 * changes to the next weapon configuration
326 */
327void WeaponManager::nextWeaponConfig()
328{
329  ++this->currentConfigID;
330  if (this->currentConfigID >= WM_MAX_CONFIGS)
331    this->currentConfigID = 0;
332  this->changeWeaponConfig(this->currentConfigID);
333}
334
335/**
336 * changes to the previous configuration
337 */
338void WeaponManager::previousWeaponConfig()
339{
340  --this->currentConfigID;
341  if (this->currentConfigID < 0)
342    this->currentConfigID = WM_MAX_CONFIGS -1;
343  this->changeWeaponConfig(this->currentConfigID);
344}
345
346/**
347 * change to a desired configuration
348 * @param weaponConfig the configuration to jump to.
349 */
350void WeaponManager::changeWeaponConfig(int weaponConfig)
351{
352  this->currentConfigID = weaponConfig;
353  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
354  for (int i = 0; i < WM_MAX_SLOTS; i++)
355    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
356}
357
358
359/**
360 * triggers fire of all weapons in the current weaponconfig
361 */
362void WeaponManager::fire()
363{
364  Weapon* firingWeapon;
365  for(int i = 0; i < this->slotCount; i++)
366  {
367    firingWeapon = this->currentSlotConfig[i].currentWeapon;
368    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
369  }
370  this->crosshair->setRotationSpeed(500);
371  this->crossHairSizeAnim->replay();
372}
373
374
375/**
376 * triggers tick of all weapons in the current weaponconfig
377 * @param second passed since last tick
378 */
379void WeaponManager::tick(float dt)
380{
381  Weapon* tickWeapon;
382
383  for(int i = 0; i < this->slotCount; i++)
384  {
385/*
386    NICE LITTLE DEBUG FUNCTION
387       if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)
388      printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/
389
390    // current Weapon in Slot i
391    tickWeapon = this->currentSlotConfig[i].currentWeapon;
392    // On A change (current != next)
393    if (tickWeapon != this->currentSlotConfig[i].nextWeapon)
394    {
395      // if a Weapon is Active in slot i, deactivate it.
396      if (tickWeapon != NULL )
397      {
398        if (tickWeapon->isActive())
399        {
400          tickWeapon->requestAction(WA_DEACTIVATE);
401          continue;
402        }
403        else
404        {
405          tickWeapon->toList(OM_NULL);
406          this->currentSlotConfig[i].currentWeapon = NULL;
407        }
408      }
409
410      // switching to next Weapon
411      tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
412      if (tickWeapon != NULL)
413      {
414        if (this->parent != NULL)
415          tickWeapon->toList(this->parent->getOMListNumber());
416        tickWeapon->requestAction(WA_ACTIVATE);
417        this->currentSlotConfig[i].position.activateNode();
418        tickWeapon->setParent(&this->currentSlotConfig[i].position);
419        printf("ACTIVATE\n");
420      }
421      else
422        this->currentSlotConfig[i].position.deactivateNode();
423      if (this->parent != NULL && this->parent->isA(CL_PLAYABLE))
424        dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
425    }
426  }
427}
428
429
430/**
431 * triggers draw of all weapons in the current weaponconfig
432 */
433void WeaponManager::draw() const
434{
435  Weapon* drawWeapon;
436  for (int i = 0; i < this->slotCount; i++)
437  {
438    drawWeapon = this->currentSlotConfig[i].currentWeapon;
439    if( drawWeapon != NULL && drawWeapon->isVisible())
440      drawWeapon->draw();
441  }
442}
443
444
445/**
446 * private gets the next free slot in a certain weaponconfig
447 * @param the selected weaponconfig -1 if none found
448 */
449int WeaponManager::getNextFreeSlot(int configID, long capability)
450{
451  if (configID == -1)
452  {
453    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
454      for( int i = 0; i < this->slotCount; ++i)
455      {
456        if( this->configs[configID][i] == NULL &&
457            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
458            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
459          return i;
460      }
461  }
462  else
463  {
464    for( int i = 0; i < this->slotCount; ++i)
465    {
466      if( this->configs[configID][i] == NULL &&
467          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
468          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
469        return i;
470    }
471  }
472  return -1;
473}
474
475CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType)
476{
477  for (unsigned int i = 0; i < this->ammo.size(); i++)
478  {
479    if (this->ammo[i]->getProjectileType() == projectileType)
480      return this->ammo[i];
481  }
482  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
483  return this->ammo.back();
484}
485
486
487/**
488 * outputs some nice debug information about the WeaponManager
489 */
490void WeaponManager::debug() const
491{
492  PRINT(3)("WeaponManager Debug Information\n");
493  PRINT(3)("-------------------------------\n");
494  PRINT(3)("current Config is %d\n", this->currentConfigID);
495  for (int i = 0; i < WM_MAX_CONFIGS; i++)
496  {
497    PRINT(3)("Listing Weapons in Configuration %d\n", i);
498    for (int j = 0; j < WM_MAX_SLOTS; j++)
499    {
500      if (this->configs[i][j] != NULL)
501        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
502    }
503  }
504}
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