| 1 | /*! |
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| 2 | \file weapon.h |
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| 3 | \brief 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 | |
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| 30 | #ifndef _WEAPON_H |
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| 31 | #define _WEAPON_H |
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| 32 | |
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| 33 | #include "world_entity.h" |
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| 34 | |
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| 35 | #define W_MAX_SLOTS 8 |
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| 36 | #define W_MAX_CONFIGS 4 |
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| 37 | |
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| 38 | class Projectile; |
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| 39 | class Weapon; |
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| 40 | class Animation3D; |
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| 41 | |
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| 42 | typedef enum { |
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| 43 | SHOOT, |
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| 44 | EMPTY, |
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| 45 | RELOAD, |
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| 46 | SPECIAL1, |
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| 47 | SPECIAL2, |
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| 48 | SPECIAL3 |
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| 49 | } weaponSoundType; |
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| 50 | |
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| 51 | |
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| 52 | //! this is an identifier for the slot. there are up to 8 weapon slots -> this means there can't be more than 8 weapons at the same time |
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| 53 | #define W_SLOT0 0 |
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| 54 | #define W_SLOT1 1 |
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| 55 | #define W_SLOT2 2 |
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| 56 | #define W_SLOT3 3 |
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| 57 | #define W_SLOT4 4 |
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| 58 | #define W_SLOT5 5 |
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| 59 | #define W_SLOT6 6 |
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| 60 | #define W_SLOT7 7 |
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| 61 | #define W_FREE_SLOT 99 |
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| 62 | |
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| 63 | |
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| 64 | //! this is an identifier for the weapon config |
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| 65 | #define W_CONFIG0 0 |
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| 66 | #define W_CONFIG1 1 |
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| 67 | #define W_CONFIG2 2 |
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| 68 | #define W_CONFIG3 3 |
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| 69 | |
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| 70 | //! a weapon can be left or right sided |
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| 71 | #define W_LEFT 0 |
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| 72 | #define W_RIGHT 1 |
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| 73 | |
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| 74 | //! this is a weapon Configuration: it has up to 8 slots |
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| 75 | typedef struct weaponConfig { |
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| 76 | bool bUsed; //<! is set to true, if this configuration is |
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| 77 | Weapon* slots[8]; |
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| 78 | }; |
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| 79 | |
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| 80 | |
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| 81 | class WeaponManager { |
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| 82 | public: |
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| 83 | WeaponManager(int nrOfSlots = 2); |
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| 84 | ~WeaponManager(); |
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| 85 | |
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| 86 | void addWeapon(Weapon* weapon, int configID = W_CONFIG0, int slotID = W_FREE_SLOT); |
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| 87 | void removeWeapon(Weapon* weapon, int configID = W_CONFIG0); |
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| 88 | void nextWeaponConf(); |
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| 89 | |
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| 90 | void fire(); |
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| 91 | void tick(float sec); |
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| 92 | void draw(); |
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| 93 | |
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| 94 | private: |
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| 95 | int nrOfSlots; //<! number of weapon slots a ship has |
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| 96 | int currConfID; //<! the currently selected config |
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| 97 | weaponConfig configs[4]; //<! a list of four configurations |
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| 98 | |
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| 99 | int getNextFreeSlot(int configID); |
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| 100 | }; |
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| 101 | |
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| 102 | class Weapon : public WorldEntity |
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| 103 | { |
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| 104 | friend class World; |
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| 105 | |
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| 106 | public: |
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| 107 | Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction); |
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| 108 | virtual ~Weapon (); |
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| 109 | |
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| 110 | void enable(void); |
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| 111 | void disable(void); |
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| 112 | bool isEnabled(void); |
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| 113 | |
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| 114 | void setProjectile(Projectile* projectile); |
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| 115 | Projectile* getProjectile(void); |
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| 116 | |
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| 117 | virtual void activate(void); |
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| 118 | virtual void deactivate(void); |
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| 119 | bool isActive(void); |
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| 120 | |
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| 121 | |
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| 122 | /** |
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| 123 | \brief sets a weapon idle time |
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| 124 | \param idle time in ms |
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| 125 | |
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| 126 | a weapon idle time is the time spend after a shoot until the weapon can |
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| 127 | shoot again |
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| 128 | */ |
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| 129 | inline void setWeaponIdleTime(float time) { this->idleTime = time; } |
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| 130 | /** |
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| 131 | \brief gets the weapon idle time |
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| 132 | \returns idle time in ms |
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| 133 | |
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| 134 | a weapon idle time is the time spend after a shoot until the weapon can |
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| 135 | shoot again |
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| 136 | */ |
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| 137 | inline float getWeaponIdleTime(void) const { return this->idleTime;} |
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| 138 | /** |
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| 139 | \brief checks if the idle time is elapsed |
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| 140 | \return true if time is elapsed |
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| 141 | |
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| 142 | a weapon idle time is the time spend after a shoot until the weapon can |
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| 143 | shoot again |
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| 144 | */ |
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| 145 | inline bool hasWeaponIdleTimeElapsed(void) const { return (this->localTime>this->idleTime)?true:false; } |
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| 146 | |
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| 147 | /** |
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| 148 | \brief fires the weapon |
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| 149 | |
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| 150 | this is called from the player.cc, when fire-button is been pushed |
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| 151 | */ |
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| 152 | virtual void fire(void) = 0; |
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| 153 | virtual void hit (WorldEntity* weapon, Vector* loc); |
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| 154 | virtual void destroy(void); |
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| 155 | |
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| 156 | virtual void tick(float time); |
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| 157 | virtual void weaponIdle(void); |
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| 158 | virtual void draw(void); |
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| 159 | |
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| 160 | protected: |
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| 161 | tList<WorldEntity>* worldEntities; |
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| 162 | float localTime; //<! this is the local time. important for shooting attributes like frequency |
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| 163 | float idleTime; //<! the time a weapon needs before it can shoot again. eg. shooting frequency or actication/deactivateion delay |
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| 164 | float slowDownFactor; //<! if the shooting frequency is a linear function of time... |
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| 165 | |
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| 166 | PNode* objectComponent1; //<! the gun is made of multiple parts, these PNodes represent their location and orientation |
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| 167 | PNode* objectComponent2; |
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| 168 | PNode* objectComponent3; |
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| 169 | |
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| 170 | Animation3D* animation1; |
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| 171 | Animation3D* animation2; |
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| 172 | Animation3D* animation3; |
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| 173 | |
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| 174 | Vector projectileOffset; |
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| 175 | int leftRight; // this will become an enum |
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| 176 | |
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| 177 | private: |
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| 178 | bool enabled; //<! states if the weapon is enabled or not |
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| 179 | Projectile* projectile; //<! the projectile used for this weapon |
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| 180 | //WeaponSound sound; |
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| 181 | }; |
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| 182 | |
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| 183 | #endif /* _WEAPON_H */ |
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