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