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