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