1 | /*! |
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2 | \file weapon.h |
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3 | * a weapon that a player can use |
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4 | |
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5 | A Player has a list of weapons, that can be choosen to shoot projectiles |
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6 | (projectiles.{cc,h}) at ennemies. These weapons can be shooted sequentially |
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7 | or (if able) combined. Therefore you can choose the weapon mode = choose |
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8 | a weapon. |
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9 | |
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10 | A weapon is characterized by: |
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11 | o firing-rate: the initial firing rate of a weapon (1/s = Herz) |
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12 | o slowdown-factor: this is a factor d: exp(-d*x), d is element of all positive R. it determines how fast the firing-rate will slow down. if no slowdown: d=0, the bigger d is, the faster the weapon will slow down! |
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13 | o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile |
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14 | |
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15 | Furthermore there are some other attributes, that will help to represent a firing |
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16 | weapon in this world: |
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17 | o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented |
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18 | o shooting animation |
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19 | |
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20 | |
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21 | a player defines one or more weapon configurations. a player has got one to eight |
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22 | weapon slots: places where weapons can be attached to. a weapon configuration |
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23 | is a matching between weapons and slots. |
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24 | Since its clear how many weapons a player will have, there is no list of weapons: |
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25 | its hard coded and limited to 8 slots and 4 configs. More would be a waste of |
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26 | memory and time you need to customize and change to a weapon config... |
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27 | */ |
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28 | |
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29 | #include "base_object.h" |
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30 | |
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31 | #include "vector.h" |
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32 | |
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33 | // FORWARD DECLARATION |
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34 | class PNode; |
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35 | class Weapon; |
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36 | class Crosshair; |
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37 | template <class T> class tAnimation; |
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38 | |
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39 | |
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40 | #define WM_MAX_SLOTS 8 //!< How many slots the WeaponManager has at its max |
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41 | #define WM_MAX_CONFIGS 4 //!< The maximum number of predefined Configurations |
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42 | #define WM_MAX_LOADED_WEAPONS 20 //!< The |
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43 | |
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44 | //! an enumerator defining capabilities of a WeaponSlot |
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45 | typedef enum |
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46 | { |
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47 | WM_SLOTC_DIRECTIONAL = 0x00000001, //!< if the Slot is able to carry directional weapons |
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48 | WM_SLOTC_TURRET = 0x00000002, //!< if the Slot is able to carry turrets |
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49 | WM_SLOTC_ALLKINDS = 0x0000000f, //!< if the Slot is able to carry all kinds of weapons |
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50 | |
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51 | WM_SLOTC_FORWARD = 0x00000010, //!< if the Slot is able to carry weapons firing forward |
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52 | WM_SLOTC_BACKWARD = 0x00000020, //!< if the Slot is able to carry weapons firing backwards |
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53 | WM_SLOTC_LEFT = 0x00000040, //!< if the Slot is able to carry weapons firing to the left |
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54 | WM_SLOTC_RIGHT = 0x00000080, //!< if the Slot is able to carry weapons firing to the right |
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55 | WM_SLOTC_ALLDIRS = 0x000000f0, //!< this slot can fire into all directions |
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56 | |
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57 | WM_SLOTC_ALL = 0x000000ff, //!< everything allowed in this slot |
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58 | } WM_SlotCapability; |
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59 | |
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60 | //! an enumerator defining a Slot, where a Weapon can be stored inside. |
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61 | typedef struct |
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62 | { |
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63 | Vector position; //!< the relative Position to the position of the carrying entity. (const PNode* parent; of WeaponManager) |
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64 | long capability; //!< the capabilities of the Slot @see WM_SlotCapability. |
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65 | |
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66 | Weapon* currentWeapon; //!< The current weapon this slot is carrying. |
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67 | Weapon* nextWeapon; //!< either NULL or the next weapon that will be set (require currentWeapon to deactivate) |
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68 | } WM_Slot; |
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69 | |
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70 | class WeaponManager : public BaseObject { |
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71 | public: |
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72 | WeaponManager(unsigned int slotCount); |
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73 | WeaponManager(const TiXmlElement* root); |
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74 | ~WeaponManager(); |
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75 | |
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76 | void init(); |
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77 | void loadParams(const TiXmlElement* root); |
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78 | void loadWeapons(const TiXmlElement* root); |
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79 | |
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80 | // setting up the WeaponManager with the following functions |
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81 | void setSlotPosition(int slot, const Vector& position); |
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82 | void setSlotCapability(long slotCapability); |
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83 | |
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84 | void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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85 | void removeWeapon(Weapon* weapon, int configID = -1); |
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86 | |
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87 | void nextWeaponConf(); |
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88 | |
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89 | void fire(); |
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90 | |
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91 | void tick(float dt); |
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92 | void draw() const; |
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93 | |
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94 | void debug() const; |
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95 | |
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96 | private: |
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97 | void setSlotCount(unsigned int slotCount); |
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98 | |
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99 | int getNextFreeSlot(int configID); |
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100 | |
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101 | private: |
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102 | PNode* parent; //!< The parent, this WeaponManager is connected to. |
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103 | |
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104 | int slotCount; //!< number of weapon slots the ship has. |
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105 | int currentConfigID; //!< the currently selected config. |
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106 | Weapon* configs[WM_MAX_CONFIGS][WM_MAX_SLOTS]; //!< An array of predefined configurations and assigned weapon. |
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107 | WM_Slot currentSlotConfig[WM_MAX_SLOTS]; //!< The currentConfigureation. |
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108 | |
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109 | Weapon* availiableWeapons[WM_MAX_LOADED_WEAPONS]; |
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110 | |
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111 | bool weaponChange; |
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112 | |
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113 | Crosshair* crosshair; //!< an aim. |
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114 | tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling) |
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115 | }; |
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