Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/world_entities/weapon.h @ 3878

Last change on this file since 3878 was 3878, checked in by patrick, 19 years ago

orxonox/trunk: the weaponconfiguration can now be changed by pressing the 'm' key.

File size: 3.9 KB
Line 
1/*!
2    \file weapon.h
3    \brief a weapon that a player can use
4
5    A Player has a list of weapons, that can be choosen to shoot projectiles
6    (projectiles.{cc,h}) at ennemies. These weapons can be shooted sequentially
7    or (if able) combined. Therefore you can choose the weapon mode = choose
8    a weapon.
9
10    A weapon is characterized by:
11     o firing-rate: the initial firing rate of a weapon (1/s = Herz)
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!
13     o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile
14   
15    Furthermore there are some other attributes, that will help to represent a firing
16    weapon in this world:
17     o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented
18     o shooting animation
19     
20
21     a player defines one or more weapon configurations. a player has got one to eight
22     weapon slots: places where weapons can be attached to. a weapon configuration
23     is a matching between weapons and slots.
24     Since its clear how many weapons a player will have, there is no list of weapons:
25     its hard coded and limited to 8 slots and 4 configs. More would be a waste of
26     memory and time you need to customize and change to a weapon config...
27*/
28
29
30#ifndef _WEAPON_H
31#define _WEAPON_H
32
33#include "world_entity.h"
34
35#define W_MAX_SLOTS 8
36#define W_MAX_CONFIGS 4
37
38class Projectile;
39class Weapon;
40
41typedef enum {
42  SHOOT,
43  EMPTY,
44  RELOAD,
45  SPECIAL1,
46  SPECIAL2,
47  SPECIAL3
48} weaponSoundType;
49
50
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
52#define W_SLOT0 0
53#define W_SLOT1 1
54#define W_SLOT2 2
55#define W_SLOT3 3
56#define W_SLOT4 4
57#define W_SLOT5 5
58#define W_SLOT6 6
59#define W_SLOT7 7
60#define W_FREE_SLOT 99
61
62
63//! this is an identifier for the weapon config
64#define W_CONFIG0 0
65#define W_CONFIG1 1
66#define W_CONFIG2 2
67#define W_CONFIG3 3
68
69//! this is a weapon Configuration: it has up to 8 slots
70typedef struct weaponConfig {
71  bool bUsed;                       //<! is set to true, if this configuration is
72  Weapon* slots[8];
73};
74
75
76class WeaponManager {
77 public:
78  WeaponManager(int nrOfSlots = 2);
79  ~WeaponManager();
80 
81  void addWeapon(Weapon* weapon, int configID = W_CONFIG0, int slotID = W_FREE_SLOT);
82  void removeWeapon(Weapon* weapon, int configID = W_CONFIG0);
83  void nextWeaponConf();
84
85  void fire();
86  void tick(float sec);
87  void draw();
88
89 private:
90  int nrOfConfigs;                      //<! number of configurations defined
91  int nrOfSlots;                        //<! number of weapon slots a ship has
92  int currConfID;                       //<! the currently selected config
93  weaponConfig configs[4];              //<! a list of four configurations
94 
95  int getNextFreeSlot(int configID);
96};
97
98class Weapon : public WorldEntity
99{
100  friend class World;
101
102 public:
103  Weapon (PNode* parent, Vector* coordinate, Quaternion* direction);
104  virtual ~Weapon ();
105 
106  void enable(void);
107  void disable(void);
108  bool isEnabled(void);
109
110  void setProjectile(Projectile* projectile);
111  Projectile* getProjectile(void);
112
113  virtual void activate(void);
114  virtual void deactivate(void);
115  bool isActive(void);
116
117  void setWeaponIdleTime(float time);
118  float getWeaponIdleTime(void);
119  bool hasWeaponIdleTimeElapsed(void);
120
121  virtual void fire(void) = 0;
122  virtual void hit (WorldEntity* weapon, Vector* loc);
123  virtual void destroy(void);
124 
125  virtual void tick(float time);
126  virtual void weaponIdle(void);
127  virtual void draw(void);
128
129 protected:
130  tList<WorldEntity>* worldEntities;
131  float localTime;
132  float idleTime;
133  float slowDownFactor;
134
135 private:
136  bool enabled;
137  Projectile* projectile;
138  //WeaponSound sound;
139};
140
141#endif /* _WEAPON_H */
Note: See TracBrowser for help on using the repository browser.