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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/weapons/weapon_manager.h @ 10676

Last change on this file since 10676 was 10676, checked in by nicolasc, 17 years ago

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[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
[10437]23
[4826]24// FORWARD DECLARATION
[4837]25template <class T> class tAnimation;
[10437]26class WeaponSlot;
[4826]27
[5435]28#define    WM_MAX_SLOTS            10             //!< How many slots the WeaponManager has at its max
[4951]29#define    WM_MAX_CONFIGS          4              //!< The maximum number of predefined Configurations
30#define    WM_MAX_LOADED_WEAPONS   20             //!< The
[4826]31
[4953]32//! This is a special class, that can handle many different Weapons of a ship/man/whatever.
33/**
34 * this class is designed to interactively changeing multiple weapons (or just one),
35 * and to allow the Weapon itself to enable/disable itself.
36 *
37 * How to configure
38 * 1. set the default values.
[4972]39 * 2. define weapons. connect them to the WeaponManager's configurations (have a look at "player.cc", to see how it works)
[4953]40 * 3. go on and run :)....
41 */
[4826]42class WeaponManager : public BaseObject {
[9869]43  ObjectListDeclaration(WeaponManager);
[6055]44
[4826]45  public:
[6142]46    WeaponManager(WorldEntity* parent);
[4826]47    WeaponManager(const TiXmlElement* root);
[6981]48    virtual ~WeaponManager();
[4826]49
50    void init();
[6512]51    virtual void loadParams(const TiXmlElement* root);
[4834]52    void loadWeapons(const TiXmlElement* root);
[4826]53
[10368]54    void showCrosshair();
55    void hideCrosshair();
56    void setRotationSpeed(float speed);
57
[4964]58    void setSlotCount(unsigned int slotCount);
[6442]59    unsigned int getSlotCount() const { return this->slotCount; };
[4951]60    // setting up the WeaponManager with the following functions
[6803]61    void setSlotPosition(int slot, const Vector& position, PNode* parent = NULL);
[10669]62//     inline void setSlotPosition(float slot, float x, float y,float z) {setSlotPosition((int)slot, Vector(x,y,z));};
[4969]63    void setSlotDirection(int slot, const Quaternion& rotation);
[4954]64    /** @param slot the slot to get the relative position from @returns the relative position of the Carrier to the Slot */
[10437]65    const Vector& getSlotPosition(int slot) const;
[10669]66    void setSlotCapability(int slot, unsigned long slotCapability);
[4954]67    /** @param slot the slot to get the capabilities from @returns the capabilies */
[10437]68    long getSlotCapability(int slot) const;
[4954]69
[8844]70    void setParentEntity(WorldEntity* parent);
71    WorldEntity* getParentEntity() const { return this->parentEntity; };
72
73    void setParentNode(PNode* node);
[4954]74    /** @returns the Parent (carrier) of this WeaponManager */
[8844]75    PNode* getParentNode() const { return this->parentNode; };
[4834]76
[6679]77    bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1);
[4951]78    void removeWeapon(Weapon* weapon, int configID = -1);
[6669]79
[10669]80    inline void createWeaponSlot(int slot, float x, float y, float z, long capability) {
81        this->setSlotPosition(slot, Vector( x, y, z));
82        this->setSlotCapability(slot, capability); };
83
84    inline void addWeaponToSlot(int config, int slot, const std::string& weaponName){
85      this->addWeapon( Weapon::createWeapon( weaponName ), config, slot); };
86
87
[10437]88    Weapon* getWeapon(int slotID) const;
[4951]89
[5750]90    // FIXME ::
91//    bool hasFreeSlot(int configID, long capability = WTYPE_ALL) { return ( getNextFreeSlot(configID, capability ) != -1)? true : false; };
[4955]92
[4954]93    void nextWeaponConfig();
[4952]94    void previousWeaponConfig();
95    void changeWeaponConfig(int weaponConfig);
[4826]96
[9869]97    float increaseAmmunition(const ClassID& projectileType, float ammo);
[10368]98    float increaseAmmunition(const Weapon* weapon, float ammo);
[6669]99
[4955]100    /** @returns a fixed target namely the Crosshair's 3D position */
[5750]101    inline PNode* getFixedTarget() const { return this->crosshair; };
102
[4826]103    void fire();
[5750]104    //! @TODO: implement this function (maybe also in Weapon itself)
105    void releaseFire();
[10368]106    //inline void setFire() { this->bFire = true; };
[4951]107
[4833]108    void tick(float dt);
[4951]109    void draw() const;
[4826]110
[4951]111    void debug() const;
112
[5750]113 // private:
[5440]114    int getNextFreeSlot(int configID, long capability = WTYPE_ALL);
[9869]115    CountPointer<AmmoContainer>& getAmmoContainer(const ClassID& projectileType);
[6972]116    CountPointer<AmmoContainer>& getAmmoContainer(const Weapon* weapon);
[4834]117
[4837]118  private:
[8844]119    WorldEntity*            parentEntity;                             //!< The parent, this WeaponManager is connected to.
120    PNode*                  parentNode;                               //!< The parented Node the WeaponManager is connected to. (by default == parentEntity).
[4826]121
[4954]122    int                     slotCount;                                //!< number of weapon slots the ship has.
123    int                     currentConfigID;                          //!< the currently selected config.
[10676]124//     Weapon*                 configs[WM_MAX_CONFIGS][WM_MAX_SLOTS];    //!< An array of predefined configurations and assigned weapon.
125//     WeaponSlot*             currentSlotConfig[WM_MAX_SLOTS];          //!< The currentConfigureation.
126    WeaponSlot*             slotConfigs[WM_MAX_SLOTS];
127    Weapon*                 availiableWeapons[WM_MAX_LOADED_WEAPONS]; //!< The availiable Weapons of this WeaponSlot
[4949]128
[4951]129    bool                    weaponChange;
130
[4954]131    Crosshair*              crosshair;                                //!< an aim.
132    tAnimation<Crosshair>*  crossHairSizeAnim;                        //!< An animation for the crosshair (scaling)
[6669]133
134    std::vector<CountPointer<AmmoContainer> > ammo;                   //!< Containers
[10368]135
136    bool                    bFire;
[4826]137};
[6444]138
139
140#endif /* _WEAPON_MANAGER_H */
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