[3573] | 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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[3575] | 18 | o shooting animation |
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[3573] | 19 | |
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[3862] | 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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[3573] | 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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[3862] | 35 | #define W_MAX_SLOTS 8 |
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[3870] | 36 | #define W_MAX_CONFIGS 4 |
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[3862] | 37 | |
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[3575] | 38 | class Projectile; |
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[3862] | 39 | class Weapon; |
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[3573] | 40 | |
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[3583] | 41 | typedef enum { |
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| 42 | SHOOT, |
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| 43 | EMPTY, |
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| 44 | RELOAD, |
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| 45 | SPECIAL1, |
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| 46 | SPECIAL2, |
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| 47 | SPECIAL3 |
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| 48 | } weaponSoundType; |
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| 49 | |
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[3870] | 50 | |
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[3862] | 51 | //! 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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[3870] | 52 | #define W_SLOT0 0 |
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| 53 | #define W_SLOT1 1 |
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| 54 | #define W_SLOT2 2 |
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| 55 | #define W_SLOT3 3 |
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| 56 | #define W_SLOT4 4 |
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| 57 | #define W_SLOT5 5 |
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| 58 | #define W_SLOT6 6 |
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| 59 | #define W_SLOT7 7 |
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| 60 | #define W_FREE_SLOT 99 |
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[3583] | 61 | |
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[3870] | 62 | |
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[3862] | 63 | //! this is an identifier for the weapon config |
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[3870] | 64 | #define W_CONFIG0 0 |
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| 65 | #define W_CONFIG1 1 |
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| 66 | #define W_CONFIG2 2 |
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| 67 | #define W_CONFIG3 3 |
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[3862] | 68 | |
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| 69 | //! this is a weapon Configuration: it has up to 8 slots |
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| 70 | typedef struct weaponConfig { |
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[3870] | 71 | bool bUsed; //<! is set to true, if this configuration is |
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| 72 | Weapon* slots[8]; |
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[3862] | 73 | }; |
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| 74 | |
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| 75 | |
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| 76 | class WeaponManager { |
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| 77 | public: |
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| 78 | WeaponManager(int nrOfSlots = 2); |
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| 79 | ~WeaponManager(); |
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| 80 | |
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[3870] | 81 | void addWeapon(Weapon* weapon, int slotID = W_FREE_SLOT, int configID = W_CONFIG1); |
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[3862] | 82 | |
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| 83 | void nextWeaponConf(); |
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| 84 | void prevWeaponConf(); |
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[3870] | 85 | void selectConfig(int configID); |
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[3862] | 86 | |
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| 87 | private: |
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| 88 | int nrOfConfigs; //<! number of configurations defined |
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| 89 | int nrOfSlots; //<! number of weapon slots a ship has |
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[3870] | 90 | int currConfID; //<! the currently selected config |
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| 91 | weaponConfig configs[4]; //<! a list of four configurations |
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| 92 | |
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| 93 | int getNextFreeSlot(); |
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[3862] | 94 | }; |
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| 95 | |
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[3573] | 96 | class Weapon : public WorldEntity |
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| 97 | { |
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| 98 | friend class World; |
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| 99 | |
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| 100 | public: |
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[3631] | 101 | Weapon (PNode* parent, Vector* coordinate, Quaternion* direction); |
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[3573] | 102 | virtual ~Weapon (); |
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| 103 | |
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[3583] | 104 | void enable(void); |
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| 105 | void disable(void); |
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| 106 | bool isEnabled(void); |
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[3577] | 107 | |
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[3575] | 108 | void setProjectile(Projectile* projectile); |
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[3583] | 109 | Projectile* getProjectile(void); |
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[3575] | 110 | |
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[3583] | 111 | virtual void activate(void); |
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| 112 | virtual void deactivate(void); |
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| 113 | bool isActive(void); |
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[3575] | 114 | |
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[3618] | 115 | void setWeaponIdleTime(float time); |
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| 116 | float getWeaponIdleTime(void); |
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| 117 | bool hasWeaponIdleTimeElapsed(void); |
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[3575] | 118 | |
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[3646] | 119 | virtual void fire(void) = 0; |
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[3578] | 120 | virtual void hit (WorldEntity* weapon, Vector* loc); |
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[3583] | 121 | virtual void destroy(void); |
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[3575] | 122 | |
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[3583] | 123 | virtual void tick(float time); |
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| 124 | virtual void weaponIdle(void); |
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| 125 | virtual void draw(void); |
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[3573] | 126 | |
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[3629] | 127 | protected: |
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| 128 | tList<WorldEntity>* worldEntities; |
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[3685] | 129 | float localTime; |
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| 130 | float idleTime; |
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| 131 | float slowDownFactor; |
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[3575] | 132 | |
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[3573] | 133 | private: |
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[3577] | 134 | bool enabled; |
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[3575] | 135 | Projectile* projectile; |
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[3583] | 136 | //WeaponSound sound; |
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[3573] | 137 | }; |
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| 138 | |
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| 139 | #endif /* _WEAPON_H */ |
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