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