- Timestamp:
- Jul 25, 2005, 2:16:23 AM (19 years ago)
- Location:
- orxonox/trunk/src/world_entities
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/world_entities/player.cc
r4953 r4954 104 104 bUp = bDown = bLeft = bRight = bAscend = bDescend = false; 105 105 bFire = false; 106 this->bWeaponChange = false;107 106 acceleration = 10.0; 108 107 … … 263 262 { 264 263 this->weaponMan->fire(); 265 }266 if( this->bWeaponChange)267 {268 this->weaponMan->nextWeaponConf();269 this->bWeaponChange = false;270 264 } 271 265 } … … 287 281 this->bFire = event.bPressed; 288 282 else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) 289 this->weaponMan->nextWeaponConf ();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;283 this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; 290 284 else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) 291 285 this->weaponMan->previousWeaponConfig(); -
orxonox/trunk/src/world_entities/player.h
r4885 r4954 62 62 bool bDescend; //!< descend button presses. 63 63 bool bFire; //!< fire button pressed. 64 bool bWeaponChange; //!< weapon change button pressed65 64 66 65 WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping -
orxonox/trunk/src/world_entities/weapons/weapon_manager.cc
r4953 r4954 203 203 204 204 /** 205 * sets the capabilities of a Slot 206 * @param slot the slot to set the capability 207 * @param slotCapability the capability @see WM_SlotCapability 208 */ 209 void WeaponManager::setSlotCapability(int slot, long slotCapability) 210 { 211 if (slot > slotCount) 212 return; 213 this->currentSlotConfig[slot].capability = slotCapability; 214 } 215 216 217 /** 205 218 * removes a Weapon from the WeaponManager 219 * 220 * !! The weapon must be inactive before you can delete it, !! 221 * !! because it will still be deactivated (if it is selected) !! 206 222 */ 207 223 void WeaponManager::removeWeapon(Weapon* weapon, int configID) 208 224 { 209 /* empty */ 225 if (weapon == NULL) 226 return; 227 if (configID < 0) 228 { 229 for (int j = 0; j < WM_MAX_SLOTS; j++) 230 { 231 for (int i = 0; i < WM_MAX_CONFIGS; i++) 232 { 233 if (this->configs[i][j] == weapon) 234 this->configs[i][j] = NULL; 235 } 236 if (this->currentSlotConfig[j].currentWeapon == weapon) 237 { 238 this->currentSlotConfig[j].nextWeapon = NULL; 239 } 240 } 241 } 210 242 } 211 243 … … 214 246 * changes to the next weapon configuration 215 247 */ 216 void WeaponManager::nextWeaponConf ()248 void WeaponManager::nextWeaponConfig() 217 249 { 218 250 ++this->currentConfigID; -
orxonox/trunk/src/world_entities/weapons/weapon_manager.h
r4953 r4954 1 1 /*! 2 \file weapon.h 3 * a weapon that a player can use 4 5 A Player has a list of weapons, that can be choosen to shoot projectiles 6 (projectiles.{cc,h}) at ennemies. These weapons can be shooted sequentially 7 or (if able) combined. Therefore you can choose the weapon mode = choose 8 a weapon. 9 10 A weapon is characterized by: 11 o firing-rate: the initial firing rate of a weapon (1/s = Herz) 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! 13 o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile 14 15 Furthermore there are some other attributes, that will help to represent a firing 16 weapon in this world: 17 o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented 18 o shooting animation 19 20 21 a player defines one or more weapon configurations. a player has got one to eight 22 weapon slots: places where weapons can be attached to. a weapon configuration 23 is a matching between weapons and slots. 24 Since its clear how many weapons a player will have, there is no list of weapons: 25 its hard coded and limited to 8 slots and 4 configs. More would be a waste of 26 memory and time you need to customize and change to a weapon config... 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 * @TODO 2. Weapons should now Types the counteract to capabilities, so we know where we can put them on the ship. 27 11 */ 28 12 … … 90 74 // setting up the WeaponManager with the following functions 91 75 void setSlotPosition(int slot, const Vector& position); 92 void setSlotCapability(long slotCapability); 76 /** @param slot the slot to get the relative position from @returns the relative position of the Carrier to the Slot */ 77 const Vector& getSlotPosition(int slot) const { return this->currentSlotConfig[slot].position.getRelCoor(); }; 78 void setSlotCapability(int slot, long slotCapability); 79 /** @param slot the slot to get the capabilities from @returns the capabilies */ 80 long getSlotCapability(int slot) const { return this->currentSlotConfig[slot].capability; }; 81 93 82 void setParent(PNode* parent); 83 /** @returns the Parent (carrier) of this WeaponManager */ 84 PNode* getParent() const { return this->parent; }; 94 85 95 86 void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); 96 87 void removeWeapon(Weapon* weapon, int configID = -1); 97 88 98 void nextWeaponConf ();89 void nextWeaponConfig(); 99 90 void previousWeaponConfig(); 100 91 void changeWeaponConfig(int weaponConfig); … … 113 104 114 105 private: 115 PNode* parent; //!< The parent, this WeaponManager is connected to.106 PNode* parent; //!< The parent, this WeaponManager is connected to. 116 107 117 int slotCount; //!< number of weapon slots the ship has.118 int currentConfigID; //!< the currently selected config.119 Weapon* configs[WM_MAX_CONFIGS][WM_MAX_SLOTS]; //!< An array of predefined configurations and assigned weapon.120 WM_Slot currentSlotConfig[WM_MAX_SLOTS]; //!< The currentConfigureation.108 int slotCount; //!< number of weapon slots the ship has. 109 int currentConfigID; //!< the currently selected config. 110 Weapon* configs[WM_MAX_CONFIGS][WM_MAX_SLOTS]; //!< An array of predefined configurations and assigned weapon. 111 WM_Slot currentSlotConfig[WM_MAX_SLOTS]; //!< The currentConfigureation. 121 112 122 Weapon* availiableWeapons[WM_MAX_LOADED_WEAPONS]; 113 Weapon* availiableWeapons[WM_MAX_LOADED_WEAPONS]; //!< The availiable Weapons of this WeaponManager 123 114 124 115 bool weaponChange; 125 116 126 Crosshair* crosshair; //!< an aim.127 tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling)117 Crosshair* crosshair; //!< an aim. 118 tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling) 128 119 };
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