1 | /*! |
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2 | \file weapon.h |
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3 | * 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 | #include "base_object.h" |
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30 | |
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31 | |
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32 | // FORWARD DECLARATION |
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33 | class Weapon; |
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34 | class Crosshair; |
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35 | template <class T> class tAnimation; |
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36 | |
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37 | #define WM_MAX_SLOTS 8 //!< How many slots the WeaponManager has at its max |
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38 | #define WM_MAX_CONFIGS 4 //!< The maximum number of predefined Configurations |
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39 | #define WM_MAX_LOADED_WEAPONS 20 //!< The |
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40 | |
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41 | //! this is an identifier for the weapon config |
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42 | typedef enum |
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43 | { |
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44 | WM_CONFIG0 = 0, |
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45 | WM_CONFIG1 = 1, |
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46 | WM_CONFIG2 = 2, |
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47 | WM_CONFIG3 = 3, |
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48 | |
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49 | WM_CONFIGCOUNT = 4 |
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50 | } WM_CONFIG; |
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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 | typedef enum |
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54 | { |
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55 | WM_SLOT0 = 0, |
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56 | WM_SLOT1 = 1, |
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57 | WM_SLOT2 = 2, |
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58 | WM_SLOT3 = 3, |
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59 | WM_SLOT4 = 4, |
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60 | WM_SLOT5 = 5, |
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61 | WM_SLOT6 = 6, |
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62 | WM_SLOT7 = 7, |
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63 | |
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64 | WM_SLOT_COUNT = 8, |
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65 | |
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66 | WM_FREE_SLOT = -1 |
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67 | } WM_SLOT; |
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68 | |
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69 | typedef enum |
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70 | { |
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71 | WM_SLOTC_DIRECTIONAL = 1, |
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72 | WM_SLOTC_TURRET = 2, |
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73 | WM_SLOTC_ALLKINDS = 3, |
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74 | |
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75 | WM_SLOTC_FORWARD = 4, |
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76 | WM_SLOTC_BACKWARD = 8, |
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77 | WM_SLOTC_LEFT = 16, |
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78 | WM_SLOTC_RIGHT = 32, |
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79 | WM_SLOTC_ALLDIRS = 60, |
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80 | |
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81 | WM_SLOTC_ALL = 63, |
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82 | } WM_SlotCapability; |
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83 | |
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84 | typedef struct WM_Slot |
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85 | { |
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86 | int number; |
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87 | long capability; |
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88 | |
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89 | Weapon* currentWeapon; |
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90 | Weapon* nextWeapon; |
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91 | }; |
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92 | |
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93 | //! this is a weapon Configuration: it has up to 8 slots |
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94 | typedef struct |
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95 | { |
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96 | bool bUsed; //!< is set to true, if this configuration is |
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97 | Weapon* slots[WM_MAX_SLOTS]; |
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98 | } weaponConfig; |
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99 | |
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100 | |
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101 | class WeaponManager : public BaseObject { |
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102 | public: |
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103 | WeaponManager(int slotCount); |
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104 | WeaponManager(const TiXmlElement* root); |
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105 | ~WeaponManager(); |
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106 | |
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107 | void init(); |
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108 | void loadParams(const TiXmlElement* root); |
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109 | void loadWeapons(const TiXmlElement* root); |
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110 | |
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111 | void setSlotCount(int slotCount); |
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112 | |
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113 | void addWeapon(Weapon* weapon, int configID = WM_CONFIG0, int slotID = WM_FREE_SLOT); |
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114 | void removeWeapon(Weapon* weapon, int configID = WM_CONFIG0); |
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115 | void nextWeaponConf(); |
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116 | |
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117 | void fire(); |
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118 | void tick(float dt); |
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119 | void draw(); |
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120 | |
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121 | private: |
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122 | int getNextFreeSlot(int configID); |
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123 | |
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124 | private: |
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125 | Crosshair* crosshair; //!< an aim. |
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126 | tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling) |
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127 | |
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128 | int slotCount; //!< number of weapon slots a ship has |
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129 | int currConfID; //!< the currently selected config |
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130 | weaponConfig configs[4]; //!< a list of four configurations |
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131 | |
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132 | Weapon* availiableWeapons[WM_MAX_LOADED_WEAPONS]; |
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133 | }; |
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