[4826] | 1 | /*! |
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| 2 | \file weapon.h |
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[4836] | 3 | * a weapon that a player can use |
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[4826] | 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 | #include "base_object.h" |
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| 30 | |
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[4953] | 31 | #include "p_node.h" |
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[4826] | 32 | |
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| 33 | // FORWARD DECLARATION |
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[4951] | 34 | class PNode; |
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[4826] | 35 | class Weapon; |
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[4834] | 36 | class Crosshair; |
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[4837] | 37 | template <class T> class tAnimation; |
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[4826] | 38 | |
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| 39 | |
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[4951] | 40 | #define WM_MAX_SLOTS 8 //!< How many slots the WeaponManager has at its max |
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| 41 | #define WM_MAX_CONFIGS 4 //!< The maximum number of predefined Configurations |
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| 42 | #define WM_MAX_LOADED_WEAPONS 20 //!< The |
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[4826] | 43 | |
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[4951] | 44 | //! an enumerator defining capabilities of a WeaponSlot |
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[4906] | 45 | typedef enum |
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| 46 | { |
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[4951] | 47 | WM_SLOTC_DIRECTIONAL = 0x00000001, //!< if the Slot is able to carry directional weapons |
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| 48 | WM_SLOTC_TURRET = 0x00000002, //!< if the Slot is able to carry turrets |
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| 49 | WM_SLOTC_ALLKINDS = 0x0000000f, //!< if the Slot is able to carry all kinds of weapons |
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[4826] | 50 | |
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[4951] | 51 | WM_SLOTC_FORWARD = 0x00000010, //!< if the Slot is able to carry weapons firing forward |
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| 52 | WM_SLOTC_BACKWARD = 0x00000020, //!< if the Slot is able to carry weapons firing backwards |
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| 53 | WM_SLOTC_LEFT = 0x00000040, //!< if the Slot is able to carry weapons firing to the left |
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| 54 | WM_SLOTC_RIGHT = 0x00000080, //!< if the Slot is able to carry weapons firing to the right |
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| 55 | WM_SLOTC_ALLDIRS = 0x000000f0, //!< this slot can fire into all directions |
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[4826] | 56 | |
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[4951] | 57 | WM_SLOTC_ALL = 0x000000ff, //!< everything allowed in this slot |
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[4949] | 58 | } WM_SlotCapability; |
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| 59 | |
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[4951] | 60 | //! an enumerator defining a Slot, where a Weapon can be stored inside. |
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[4837] | 61 | typedef struct |
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[4833] | 62 | { |
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[4953] | 63 | PNode position; //!< the relative Position to the position of the carrying entity. (const PNode* parent; of WeaponManager) |
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[4951] | 64 | long capability; //!< the capabilities of the Slot @see WM_SlotCapability. |
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[4826] | 65 | |
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[4951] | 66 | Weapon* currentWeapon; //!< The current weapon this slot is carrying. |
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| 67 | Weapon* nextWeapon; //!< either NULL or the next weapon that will be set (require currentWeapon to deactivate) |
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| 68 | } WM_Slot; |
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[4826] | 69 | |
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[4953] | 70 | //! This is a special class, that can handle many different Weapons of a ship/man/whatever. |
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| 71 | /** |
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| 72 | * this class is designed to interactively changeing multiple weapons (or just one), |
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| 73 | * and to allow the Weapon itself to enable/disable itself. |
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| 74 | * |
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| 75 | * How to configure |
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| 76 | * 1. set the default values. |
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| 77 | * 2. define weapons. connect them to the WeaponManager's configurations |
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| 78 | * 3. go on and run :).... |
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| 79 | */ |
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[4826] | 80 | class WeaponManager : public BaseObject { |
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| 81 | public: |
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[4953] | 82 | WeaponManager(PNode* parent); |
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[4826] | 83 | WeaponManager(const TiXmlElement* root); |
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| 84 | ~WeaponManager(); |
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| 85 | |
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| 86 | void init(); |
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| 87 | void loadParams(const TiXmlElement* root); |
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[4834] | 88 | void loadWeapons(const TiXmlElement* root); |
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[4826] | 89 | |
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[4951] | 90 | // setting up the WeaponManager with the following functions |
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| 91 | void setSlotPosition(int slot, const Vector& position); |
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| 92 | void setSlotCapability(long slotCapability); |
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[4953] | 93 | void setParent(PNode* parent); |
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[4834] | 94 | |
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[4951] | 95 | void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); |
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| 96 | void removeWeapon(Weapon* weapon, int configID = -1); |
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| 97 | |
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[4826] | 98 | void nextWeaponConf(); |
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[4952] | 99 | void previousWeaponConfig(); |
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| 100 | void changeWeaponConfig(int weaponConfig); |
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[4826] | 101 | |
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| 102 | void fire(); |
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[4951] | 103 | |
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[4833] | 104 | void tick(float dt); |
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[4951] | 105 | void draw() const; |
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[4826] | 106 | |
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[4951] | 107 | void debug() const; |
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| 108 | |
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[4826] | 109 | private: |
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[4951] | 110 | void setSlotCount(unsigned int slotCount); |
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| 111 | |
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[4837] | 112 | int getNextFreeSlot(int configID); |
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[4834] | 113 | |
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[4837] | 114 | private: |
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[4951] | 115 | PNode* parent; //!< The parent, this WeaponManager is connected to. |
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[4826] | 116 | |
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[4951] | 117 | int slotCount; //!< number of weapon slots the ship has. |
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| 118 | int currentConfigID; //!< the currently selected config. |
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| 119 | Weapon* configs[WM_MAX_CONFIGS][WM_MAX_SLOTS]; //!< An array of predefined configurations and assigned weapon. |
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| 120 | WM_Slot currentSlotConfig[WM_MAX_SLOTS]; //!< The currentConfigureation. |
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[4949] | 121 | |
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| 122 | Weapon* availiableWeapons[WM_MAX_LOADED_WEAPONS]; |
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[4951] | 123 | |
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| 124 | bool weaponChange; |
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| 125 | |
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| 126 | Crosshair* crosshair; //!< an aim. |
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| 127 | tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling) |
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[4826] | 128 | }; |
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