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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapon.h @ 3881

Last change on this file since 3881 was 3881, checked in by patrick, 19 years ago

orxonox/trunk: weapon change enhanced. weapon handling is now better and safer

File size: 4.6 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 nrOfSlots;                        //<! number of weapon slots a ship has
91  int currConfID;                       //<! the currently selected config
92  weaponConfig configs[4];              //<! a list of four configurations
93 
94  int getNextFreeSlot(int configID);
95};
96
97class Weapon : public WorldEntity
98{
99  friend class World;
100
101 public:
102  Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction);
103  virtual ~Weapon ();
104 
105  void enable(void);
106  void disable(void);
107  bool isEnabled(void);
108
109  void setProjectile(Projectile* projectile);
110  Projectile* getProjectile(void);
111
112  virtual void activate(void);
113  virtual void deactivate(void);
114  bool isActive(void);
115
116
117  /**
118     \brief sets a weapon idle time
119     \param idle time in ms
120     
121     a weapon idle time is the time spend after a shoot until the weapon can
122     shoot again
123  */
124  inline void setWeaponIdleTime(float time) { this->idleTime = time; }
125  /**
126     \brief gets the weapon idle time
127     \returns idle time in ms
128     
129     a weapon idle time is the time spend after a shoot until the weapon can
130     shoot again
131  */
132  inline float getWeaponIdleTime(void) const { return this->idleTime;}
133  /**
134     \brief checks if the idle time is elapsed
135     \return true if time is elapsed
136     
137     a weapon idle time is the time spend after a shoot until the weapon can
138   shoot again
139  */
140  inline bool hasWeaponIdleTimeElapsed(void) const { return (this->localTime>this->idleTime)?true:false; }
141
142  /**
143     \brief fires the weapon
144     
145     this is called from the player.cc, when fire-button is been pushed
146  */
147  virtual void fire(void) = 0;
148  virtual void hit (WorldEntity* weapon, Vector* loc);
149  virtual void destroy(void);
150 
151  virtual void tick(float time);
152  virtual void weaponIdle(void);
153  virtual void draw(void);
154
155 protected:
156  tList<WorldEntity>* worldEntities;
157  float localTime;
158  float idleTime;
159  float slowDownFactor;
160
161 private:
162  bool enabled;
163  Projectile* projectile;
164  //WeaponSound sound;
165};
166
167#endif /* _WEAPON_H */
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