1 | /*! |
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2 | \file weapon.h |
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3 | \brief 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 | |
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30 | #ifndef _WEAPON_H |
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31 | #define _WEAPON_H |
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32 | |
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33 | #include "base_object.h" |
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34 | #include "world_entity.h" |
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35 | |
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36 | #define W_MAX_SLOTS 8 |
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37 | #define W_MAX_CONFIGS 4 |
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38 | |
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39 | |
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40 | // FORWARD DECLARATION |
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41 | class Projectile; |
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42 | class Weapon; |
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43 | class Animation3D; |
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44 | class TiXmlElement; |
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45 | |
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46 | typedef enum { |
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47 | W_SHOOT, |
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48 | W_EMPTY, |
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49 | W_RELOAD, |
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50 | W_SPECIAL1, |
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51 | W_SPECIAL2, |
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52 | W_SPECIAL3 |
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53 | } WeaponSoundType; |
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54 | |
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55 | |
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56 | //! 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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57 | #define W_SLOT0 0 |
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58 | #define W_SLOT1 1 |
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59 | #define W_SLOT2 2 |
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60 | #define W_SLOT3 3 |
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61 | #define W_SLOT4 4 |
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62 | #define W_SLOT5 5 |
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63 | #define W_SLOT6 6 |
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64 | #define W_SLOT7 7 |
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65 | #define W_FREE_SLOT 99 |
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66 | |
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67 | |
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68 | //! this is an identifier for the weapon config |
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69 | #define W_CONFIG0 0 |
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70 | #define W_CONFIG1 1 |
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71 | #define W_CONFIG2 2 |
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72 | #define W_CONFIG3 3 |
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73 | |
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74 | //! a weapon can be left or right sided |
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75 | #define W_LEFT 0 |
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76 | #define W_RIGHT 1 |
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77 | |
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78 | //! this is a weapon Configuration: it has up to 8 slots |
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79 | typedef struct weaponConfig { |
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80 | bool bUsed; //<! is set to true, if this configuration is |
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81 | Weapon* slots[8]; |
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82 | }; |
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83 | |
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84 | |
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85 | class WeaponManager : public BaseObject { |
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86 | public: |
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87 | WeaponManager(int nrOfSlots = 2); |
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88 | WeaponManager(const TiXmlElement* root); |
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89 | ~WeaponManager(); |
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90 | |
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91 | void init(); |
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92 | void loadParams(const TiXmlElement* root); |
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93 | |
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94 | void addWeapon(Weapon* weapon, int configID = W_CONFIG0, int slotID = W_FREE_SLOT); |
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95 | void removeWeapon(Weapon* weapon, int configID = W_CONFIG0); |
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96 | void nextWeaponConf(); |
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97 | |
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98 | void fire(); |
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99 | void tick(float sec); |
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100 | void draw(); |
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101 | |
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102 | private: |
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103 | int nrOfSlots; //<! number of weapon slots a ship has |
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104 | int currConfID; //<! the currently selected config |
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105 | weaponConfig configs[4]; //<! a list of four configurations |
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106 | |
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107 | int getNextFreeSlot(int configID); |
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108 | }; |
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109 | |
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110 | class Weapon : public WorldEntity |
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111 | { |
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112 | friend class World; |
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113 | |
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114 | public: |
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115 | Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction); |
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116 | Weapon(const TiXmlElement* root); |
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117 | virtual ~Weapon (); |
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118 | |
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119 | void init(); |
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120 | void loadParams(const TiXmlElement* root); |
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121 | |
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122 | void enable(); |
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123 | void disable(); |
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124 | bool isEnabled(); |
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125 | |
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126 | void setProjectile(Projectile* projectile); |
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127 | Projectile* getProjectile(); |
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128 | |
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129 | virtual void activate(); |
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130 | virtual void deactivate(); |
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131 | bool isActive(); |
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132 | |
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133 | |
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134 | /** |
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135 | \brief sets a weapons idle time |
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136 | \param idle time in ms |
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137 | |
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138 | a weapon idle time is the time spend after a shoot until the weapon can |
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139 | shoot again |
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140 | */ |
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141 | inline void setWeaponIdleTime(float time) { this->idleTime = time; } |
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142 | /** |
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143 | \brief gets the weapon idle time |
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144 | \returns idle time in ms |
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145 | */ |
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146 | inline float getWeaponIdleTime() const { return this->idleTime;} |
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147 | /** |
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148 | \brief checks if the idle time is elapsed |
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149 | \return true if time is elapsed |
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150 | |
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151 | a weapon idle time is the time spend after a shoot until the weapon can |
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152 | shoot again |
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153 | */ |
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154 | inline bool hasWeaponIdleTimeElapsed() const { return (this->localTime>this->idleTime)?true:false; } |
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155 | |
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156 | /** |
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157 | \brief fires the weapon |
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158 | |
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159 | this is called from the player.cc, when fire-button is been pushed |
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160 | */ |
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161 | virtual void fire() = 0; |
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162 | virtual void hit (WorldEntity* weapon, Vector* loc); |
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163 | virtual void destroy(); |
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164 | |
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165 | virtual void tick(float time); |
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166 | virtual void weaponIdle(); |
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167 | virtual void draw(); |
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168 | |
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169 | protected: |
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170 | tList<WorldEntity>* worldEntities; |
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171 | float localTime; //<! this is the local time. important for shooting attributes like frequency |
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172 | float idleTime; //<! the time a weapon needs before it can shoot again. eg. shooting frequency or actication/deactivateion delay |
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173 | float slowDownFactor; //<! if the shooting frequency is a linear function of time... |
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174 | |
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175 | PNode* objectComponent1; //<! the gun is made of multiple parts, these PNodes represent their location and orientation |
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176 | PNode* objectComponent2; |
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177 | PNode* objectComponent3; |
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178 | |
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179 | Animation3D* animation1; |
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180 | Animation3D* animation2; |
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181 | Animation3D* animation3; |
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182 | |
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183 | Vector projectileOffset; |
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184 | int leftRight; // this will become an enum |
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185 | |
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186 | SoundBuffer* fireSound; |
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187 | SoundSource* weaponSource; |
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188 | |
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189 | |
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190 | private: |
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191 | bool enabled; //<! states if the weapon is enabled or not |
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192 | Projectile* projectile; //<! the projectile used for this weapon |
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193 | //WeaponSound sound; |
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194 | }; |
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195 | |
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196 | #endif /* _WEAPON_H */ |
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