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source: orxonox.OLD/branches/playability/src/world_entities/weapons/weapon_manager.h @ 10064

Last change on this file since 10064 was 10036, checked in by nicolasc, 18 years ago

equalized energy usage of all blasters
solved the fire echo problem, by implementing the releaseFire()
other spaceships need update

File size: 5.8 KB
Line 
1/*!
2 * @file weapon_manager.h
3 * every big WorldEntity has the ability to carry many different Weapons.
4 * for this to be easy there is the WeaponManager, that handels these weapons,
5 * and changes between them.
6 *
7 *
8 *
9 * @TODO 1. WeaponManager should also handle a List of availiableWeapons.
10 */
11
12#ifndef _WEAPON_MANAGER_H
13#define _WEAPON_MANAGER_H
14
15#include "base_object.h"
16
17#include "crosshair.h"
18#include "weapon.h"
19
20#include "count_pointer.h"
21#include "ammo_container.h"
22
23// FORWARD DECLARATION
24template <class T> class tAnimation;
25
26#define    WM_MAX_SLOTS            10             //!< How many slots the WeaponManager has at its max
27#define    WM_MAX_CONFIGS          4              //!< The maximum number of predefined Configurations
28#define    WM_MAX_LOADED_WEAPONS   20             //!< The
29
30//! This is a special class, that can handle many different Weapons of a ship/man/whatever.
31/**
32 * this class is designed to interactively changeing multiple weapons (or just one),
33 * and to allow the Weapon itself to enable/disable itself.
34 *
35 * How to configure
36 * 1. set the default values.
37 * 2. define weapons. connect them to the WeaponManager's configurations (have a look at "player.cc", to see how it works)
38 * 3. go on and run :)....
39 */
40class WeaponManager : public BaseObject {
41  ObjectListDeclaration(WeaponManager);
42
43  //! an enumerator defining a Slot, where a Weapon can be stored inside.
44  typedef struct
45  {
46    PNode         position;               //!< the relative Position to the position of the carrying entity. (const PNode* parent; of WeaponManager)
47    long          capability;             //!< the capabilities of the Slot @see WM_SlotCapability.
48
49    Weapon*       currentWeapon;          //!< The current weapon this slot is carrying.
50    Weapon*       nextWeapon;             //!< either NULL or the next weapon that will be set (require currentWeapon to deactivate)
51  } WM_Slot;
52
53  public:
54    WeaponManager(WorldEntity* parent);
55    WeaponManager(const TiXmlElement* root);
56    virtual ~WeaponManager();
57
58    void init();
59    virtual void loadParams(const TiXmlElement* root);
60    void loadWeapons(const TiXmlElement* root);
61
62    void showCrosshair();
63    void hideCrosshair();
64    void setRotationSpeed(float speed);
65
66    void setSlotCount(unsigned int slotCount);
67    unsigned int getSlotCount() const { return this->slotCount; };
68    // setting up the WeaponManager with the following functions
69    void setSlotPosition(int slot, const Vector& position, PNode* parent = NULL);
70    void setSlotDirection(int slot, const Quaternion& rotation);
71    /** @param slot the slot to get the relative position from @returns the relative position of the Carrier to the Slot */
72    const Vector& getSlotPosition(int slot) const { return this->currentSlotConfig[slot].position.getRelCoor(); };
73    void setSlotCapability(int slot, long slotCapability);
74    /** @param slot the slot to get the capabilities from @returns the capabilies */
75    long getSlotCapability(int slot) const { return this->currentSlotConfig[slot].capability; };
76
77    void setParentEntity(WorldEntity* parent);
78    WorldEntity* getParentEntity() const { return this->parentEntity; };
79
80    void setParentNode(PNode* node);
81    /** @returns the Parent (carrier) of this WeaponManager */
82    PNode* getParentNode() const { return this->parentNode; };
83
84    bool addWeapon(Weapon* weapon, int configID = -1, int slotID = -1);
85    void removeWeapon(Weapon* weapon, int configID = -1);
86
87    Weapon* getWeapon(int slotID) const { return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID].nextWeapon: NULL; };
88
89    // FIXME ::
90//    bool hasFreeSlot(int configID, long capability = WTYPE_ALL) { return ( getNextFreeSlot(configID, capability ) != -1)? true : false; };
91
92    void nextWeaponConfig();
93    void previousWeaponConfig();
94    void changeWeaponConfig(int weaponConfig);
95
96    float increaseAmmunition(const ClassID& projectileType, float ammo);
97    float increaseAmmunition(const Weapon* weapon, float ammo);
98
99    /** @returns a fixed target namely the Crosshair's 3D position */
100    inline PNode* getFixedTarget() const { return this->crosshair; };
101
102    void fire();
103    //! @TODO: implement this function (maybe also in Weapon itself)
104    void releaseFire();
105    //inline void setFire() { this->bFire = true; };
106
107    void tick(float dt);
108    void draw() const;
109
110    void debug() const;
111
112 // private:
113    int getNextFreeSlot(int configID, long capability = WTYPE_ALL);
114    CountPointer<AmmoContainer>& getAmmoContainer(const ClassID& projectileType);
115    CountPointer<AmmoContainer>& getAmmoContainer(const Weapon* weapon);
116
117  private:
118    WorldEntity*            parentEntity;                             //!< The parent, this WeaponManager is connected to.
119    PNode*                  parentNode;                               //!< The parented Node the WeaponManager is connected to. (by default == parentEntity).
120
121    int                     slotCount;                                //!< number of weapon slots the ship has.
122    int                     currentConfigID;                          //!< the currently selected config.
123    Weapon*                 configs[WM_MAX_CONFIGS][WM_MAX_SLOTS];    //!< An array of predefined configurations and assigned weapon.
124    WM_Slot                 currentSlotConfig[WM_MAX_SLOTS];          //!< The currentConfigureation.
125
126    Weapon*                 availiableWeapons[WM_MAX_LOADED_WEAPONS]; //!< The availiable Weapons of this WeaponManager
127
128    bool                    weaponChange;
129
130    Crosshair*              crosshair;                                //!< an aim.
131    tAnimation<Crosshair>*  crossHairSizeAnim;                        //!< An animation for the crosshair (scaling)
132
133    std::vector<CountPointer<AmmoContainer> > ammo;                   //!< Containers
134
135    bool                    bFire;
136};
137
138
139#endif /* _WEAPON_MANAGER_H */
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