Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/playability/src/world_entities/weapons/weapon_manager.h @ 10004

Last change on this file since 10004 was 10004, checked in by marcscha, 17 years ago

see changelog

File size: 5.7 KB
RevLine 
[4826]1/*!
[4954]2 * @file weapon_manager.h
3 * every big WorldEntity has the ability to carry many different Weapons.
4 * for this to be easy there is the WeaponManager, that handels these weapons,
5 * and changes between them.
6 *
7 *
8 *
9 * @TODO 1. WeaponManager should also handle a List of availiableWeapons.
[4826]10 */
11
[6444]12#ifndef _WEAPON_MANAGER_H
13#define _WEAPON_MANAGER_H
14
[4826]15#include "base_object.h"
16
[4955]17#include "crosshair.h"
[4959]18#include "weapon.h"
[4826]19
[6669]20#include "count_pointer.h"
21#include "ammo_container.h"
22
[4826]23// FORWARD DECLARATION
[4837]24template <class T> class tAnimation;
[4826]25
[5435]26#define    WM_MAX_SLOTS            10             //!< How many slots the WeaponManager has at its max
[4951]27#define    WM_MAX_CONFIGS          4              //!< The maximum number of predefined Configurations
28#define    WM_MAX_LOADED_WEAPONS   20             //!< The
[4826]29
[4953]30//! This is a special class, that can handle many different Weapons of a ship/man/whatever.
31/**
32 * this class is designed to interactively changeing multiple weapons (or just one),
33 * and to allow the Weapon itself to enable/disable itself.
34 *
35 * How to configure
36 * 1. set the default values.
[4972]37 * 2. define weapons. connect them to the WeaponManager's configurations (have a look at "player.cc", to see how it works)
[4953]38 * 3. go on and run :)....
39 */
[4826]40class WeaponManager : public BaseObject {
[9869]41  ObjectListDeclaration(WeaponManager);
[6055]42
43  //! an enumerator defining a Slot, where a Weapon can be stored inside.
44  typedef struct
45  {
46    PNode         position;               //!< the relative Position to the position of the carrying entity. (const PNode* parent; of WeaponManager)
47    long          capability;             //!< the capabilities of the Slot @see WM_SlotCapability.
48
49    Weapon*       currentWeapon;          //!< The current weapon this slot is carrying.
50    Weapon*       nextWeapon;             //!< either NULL or the next weapon that will be set (require currentWeapon to deactivate)
51  } WM_Slot;
52
[4826]53  public:
[6142]54    WeaponManager(WorldEntity* parent);
[4826]55    WeaponManager(const TiXmlElement* root);
[6981]56    virtual ~WeaponManager();
[4826]57
58    void init();
[6512]59    virtual void loadParams(const TiXmlElement* root);
[4834]60    void loadWeapons(const TiXmlElement* root);
[4826]61
[9998]62    void showCrosshair();
63    void hideCrosshair();
[10004]64    void setRotationSpeed(float speed);
[9998]65
[4964]66    void setSlotCount(unsigned int slotCount);
[6442]67    unsigned int getSlotCount() const { return this->slotCount; };
[4951]68    // setting up the WeaponManager with the following functions
[6803]69    void setSlotPosition(int slot, const Vector& position, PNode* parent = NULL);
[4969]70    void setSlotDirection(int slot, const Quaternion& rotation);
[4954]71    /** @param slot the slot to get the relative position from @returns the relative position of the Carrier to the Slot */
72    const Vector& getSlotPosition(int slot) const { return this->currentSlotConfig[slot].position.getRelCoor(); };
73    void setSlotCapability(int slot, long slotCapability);
74    /** @param slot the slot to get the capabilities from @returns the capabilies */
75    long getSlotCapability(int slot) const { return this->currentSlotConfig[slot].capability; };
76
[8844]77    void setParentEntity(WorldEntity* parent);
78    WorldEntity* getParentEntity() const { return this->parentEntity; };
79
80    void setParentNode(PNode* node);
[4954]81    /** @returns the Parent (carrier) of this WeaponManager */
[8844]82    PNode* getParentNode() const { return this->parentNode; };
[4834]83
[6679]84    bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1);
[4951]85    void removeWeapon(Weapon* weapon, int configID = -1);
[6669]86
[6444]87    Weapon* getWeapon(int slotID) const { return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID].nextWeapon: NULL; };
[4951]88
[5750]89    // FIXME ::
90//    bool hasFreeSlot(int configID, long capability = WTYPE_ALL) { return ( getNextFreeSlot(configID, capability ) != -1)? true : false; };
[4955]91
[4954]92    void nextWeaponConfig();
[4952]93    void previousWeaponConfig();
94    void changeWeaponConfig(int weaponConfig);
[4826]95
[9869]96    float increaseAmmunition(const ClassID& projectileType, float ammo);
[9965]97    float increaseAmmunition(const Weapon* weapon, float ammo);
[6669]98
[4955]99    /** @returns a fixed target namely the Crosshair's 3D position */
[5750]100    inline PNode* getFixedTarget() const { return this->crosshair; };
101
[4826]102    void fire();
[5750]103    //! @TODO: implement this function (maybe also in Weapon itself)
104    void releaseFire();
[4951]105
[4833]106    void tick(float dt);
[4951]107    void draw() const;
[4826]108
[4951]109    void debug() const;
110
[5750]111 // private:
[5440]112    int getNextFreeSlot(int configID, long capability = WTYPE_ALL);
[9869]113    CountPointer<AmmoContainer>& getAmmoContainer(const ClassID& projectileType);
[6972]114    CountPointer<AmmoContainer>& getAmmoContainer(const Weapon* weapon);
[4834]115
[4837]116  private:
[8844]117    WorldEntity*            parentEntity;                             //!< The parent, this WeaponManager is connected to.
118    PNode*                  parentNode;                               //!< The parented Node the WeaponManager is connected to. (by default == parentEntity).
[4826]119
[4954]120    int                     slotCount;                                //!< number of weapon slots the ship has.
121    int                     currentConfigID;                          //!< the currently selected config.
122    Weapon*                 configs[WM_MAX_CONFIGS][WM_MAX_SLOTS];    //!< An array of predefined configurations and assigned weapon.
123    WM_Slot                 currentSlotConfig[WM_MAX_SLOTS];          //!< The currentConfigureation.
[4949]124
[4954]125    Weapon*                 availiableWeapons[WM_MAX_LOADED_WEAPONS]; //!< The availiable Weapons of this WeaponManager
[4951]126
127    bool                    weaponChange;
128
[4954]129    Crosshair*              crosshair;                                //!< an aim.
130    tAnimation<Crosshair>*  crossHairSizeAnim;                        //!< An animation for the crosshair (scaling)
[6669]131
132    std::vector<CountPointer<AmmoContainer> > ammo;                   //!< Containers
[4826]133};
[6444]134
135
136#endif /* _WEAPON_MANAGER_H */
Note: See TracBrowser for help on using the repository browser.