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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/weapon.h

Last change on this file was 10772, checked in by nicolasc, 17 years ago

some minor cleanup

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1/*!
2 * @file weapon.h
3 *
4 * Weapon is the mayor baseclass for all weapons. it is quite extensive, and expensive in use,
5 * because each weapon will know virutal functions for the WorldEntity's part, and also virtuals
6 * for Fireing/Reloading/...,
7 * quickly said: Weapon is a wrapper for weapons, that makes it easy to very quickly implement
8 * new Weapons, and with them make this game better, than any game before it, because still
9 * Weapons (GUNS) are the most important thing in life :?... no to be serious
10 * @see Weapon
11 */
12
13
14#ifndef _WEAPON_H
15#define _WEAPON_H
16
17#include "world_entity.h"
18#include "count_pointer.h"
19#include "ammo_container.h"
20
21#include "sound_buffer.h"
22
23#define MAX_SEGMENTS 3
24#define MAX_BARRELS 4
25
26#define    W_LEFT        0
27#define    W_RIGHT       1
28
29// FORWARD DECLARATION
30class Projectile;
31class WeaponManager;
32class Animation3D;
33class TiXmlElement;
34class FastFactory;
35template<class T> class tFastFactory;
36
37//! An enumerator defining Actions a Weapon can take
38typedef enum {
39  WA_NONE          =    0,    //!< No Action taken
40  WA_SHOOT         =    1,    //!< emitting Shot
41  WA_CHARGE        =    2,    //!< charge action (one click before the shot)
42  WA_RELOAD        =    3,    //!< reload right after shoot is finished
43  WA_ACTIVATE      =    4,    //!< activate the GUN
44  WA_DEACTIVATE    =    5,    //!< deactivate the GUN
45  WA_SPECIAL1      =    6,    //!< Special Action taken
46
47  WA_ACTION_COUNT  =    7     //!< This must match the count of enumerations-members.
48} WeaponAction;
49
50//! An enumerator defining the States of a Weapon
51typedef enum {
52  WS_NONE          =    0,    //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable)
53  WS_SHOOTING      =    1,    //!< The State of the Shooting
54  WS_CHARGING      =    2,    //!< The state of charging th weapon
55  WS_RELOADING     =    3,    //!< The State of the Reloading
56  WS_ACTIVATING    =    4,    //!< The State in which the weapon gets activated
57  WS_DEACTIVATING  =    5,    //!< The State in which the weapon gets deactivated
58  WS_INACTIVE      =    6,    //!< The State where the weapon is inactive (unable to shoot)
59  WS_IDLE          =    7,    //!< The State where the weapon is idle
60
61  WS_STATE_COUNT  =     8     //!< This must match the count of enumerations-members.
62} WeaponState;
63
64//! an enumerator defining capabilities of a WeaponSlot
65typedef enum
66{
67  WTYPE_DIRECTIONAL   = 0x00000001,           //!< Weapon is directional/Slot is able to carry directional weapons
68  WTYPE_TURRET        = 0x00000002,           //!< Weapon is a turret/slot is able to carry turrets
69  WTYPE_LIGHT         = 0x00000004,           //!< For light Armament.
70  WTYPE_HEAVY         = 0x00000008,           //!< The heavy Armament (Cannons).
71  WTYPE_ALLKINDS      = 0x0000000f,           //!< Weapon is all types/Slot is able to carry all kinds of weapons
72
73  WTYPE_FORWARD       = 0x00000010,           //!< Weapon fires forwards/Slot is able to carry weapons firing forwards
74  WTYPE_BACKWARD      = 0x00000020,           //!< Weapon fires backwards/Slot is able to carry weapons firing backwards
75  WTYPE_LEFT          = 0x00000040,           //!< Weapon fires to the left/Slot is able to carry weapons firing to the left
76  WTYPE_RIGHT         = 0x00000080,           //!< Weapon fires to the right/Slot is able to carry weapons firing to the right
77  WTYPE_ALLDIRS       = 0x000000f0,           //!< Weapon has no specific firing direction/Slot can fire into all directions
78
79  WTYPE_ALL           = 0x000000ff,           //!< Weapon has no limitations/Slot can handle all kinds of Weapon.
80} W_Capability;
81
82//! An abstract class, that describes weapons
83/**
84 * This is used as a container for all the different kinds of weapons that may exist
85 *
86 * Weapons have certain states, and actions, that can inflict them.
87 * ex. Action WA_SHOOT leeds to State WS_SHOOTING.
88 * each action has a sound connected to it,
89 * each state a time and an animation.
90 */
91class Weapon : public WorldEntity
92{
93  ObjectListDeclaration(Weapon);
94
95  public:
96    // INITIALISATION //
97    Weapon ();
98    virtual ~Weapon ();
99    static Weapon* createWeapon(const ClassID& weaponID);
100    static Weapon* createWeapon(const std::string& weaponName);
101
102    void init();
103    virtual void loadParams(const TiXmlElement* root);
104    ////////////////////
105
106    // INTERACTIVITY //
107    void requestAction(WeaponAction action);
108    float increaseEnergy(float energyToAdd);
109    ///////////////////
110
111    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
112    inline bool isActive() const { return (this->currentState == WS_INACTIVE)? false : true; };
113    /** @returns true if the weapon must be drawn */
114    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive) ? true : false; };
115    /** @returns true if the Weapon is chargeable */
116    inline bool isChargeable() const { return this->chargeable; };
117
118    // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
119    /** sets the Weapons Capabilities */
120    inline void setCapability(long capabilities) { this->capability = capabilities; };
121    /** @returns the Capabilities of this Weapon */
122    inline long getCapability() const { return this->capability; };
123    void setProjectileType(const ClassID& projectile);
124    void setProjectileTypeC(const std::string& projectile);
125    /** @returns The projectile's classID */
126    inline ClassID getProjectileType() { return this->projectile; };
127    /** @returns the FastFactory, that creates Projectiles of type getProjectile */
128    inline FastFactory* getProjectileFactory() { return this->projectileFactory; };
129    void prepareProjectiles(unsigned int count);
130    Projectile* getProjectile();
131
132    inline void setScaling(float scaling) { this->scaling = scaling; };
133    inline float getScaling() { return this->scaling; };
134
135    // EMISSION
136    /** keeping old functions*/
137    void setEmissionPoint(const Vector& point, int barrel = 0);
138//     void setEmissionPoint(const Vector& point);
139    /** @see void setEmissionPoint(const Vector& point); */
140    inline void setEmissionPoint(float x, float y, float z, int barrel = 0) { this->setEmissionPoint(Vector(x, y, z), barrel); };
141//     inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); };
142    /** @returns the absolute Position of the EmissionPoint */
143    inline const Vector& getEmissionPoint(int barrel) const { return this->emissionPoint[barrel]->getAbsCoor(); };
144    inline const Vector& getEmissionPoint() const { return this->emissionPoint[this->activeBarrel]->getAbsCoor(); };
145
146
147    inline void setDefaultTarget(PNode* defaultTarget) { this->defaultTarget = defaultTarget; };
148    inline PNode* getDefaultTarget() const { return this->defaultTarget; };
149
150    // STATE CHANGES //
151    /** @param state the State to time @param duration the duration of the State */
152    inline void setStateDuration(const std::string& state, float duration) { setStateDuration(charToState(state), duration); };
153    /** @param state the State to time @param duration the duration of the State */
154    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
155    /** @param state The state to query @returns the Time the queried State takes to complete */
156    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)? this->times[state] : 0.0; };
157    /** @returns true if the time of the currentState is elapsed, false otherwise */
158    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])? true : false; };
159    /** @returns the current State of the Weapon */
160    inline WeaponState getCurrentState() const { return this->currentState; };
161
162    /** @param energyMax the maximum energy the Weapon can have */
163    inline void setEnergyMax(float energyMax) { this->energyMax = energyMax; };
164    inline float getEnergy() const { return this->energy; };
165    inline float getEnergyMax() const { return this->energyMax; };
166    inline void setAmmoContainer(const CountPointer<AmmoContainer>& ammoContainer) { this->ammoContainer = ammoContainer;}
167
168    void setActionSound(WeaponAction action, const std::string& soundFile);
169    /** @see void setActionSound(WeaponAction action, const std::string& soundFile); */
170    void setActionSound(const std::string& action, const std::string& soundFile) { this->setActionSound(charToAction(action), soundFile); };
171
172    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
173    Animation3D* getAnimation(int barrel, int seg, PNode* node);
174    Animation3D* copyAnimation(WeaponState from, WeaponState to);
175
176    OrxGui::GLGuiWidget* getEnergyWidget();
177
178    // FLOW
179    bool tickW(float dt); //!< this is a function that must be called by the weaponManager, or any other weaponHandler, all other functions are handled from within
180
181    virtual void tick(float dt) { WorldEntity::tick(dt); tickW(dt); };
182
183    bool check() const;
184    void debug() const;
185
186    inline int getBarrels() {return this->barrels; };
187    inline int getSegs() { return this->segs; };
188    inline void setBarrels(int barrels) { this->barrels = barrels; };
189    inline void setSegs(int segs) { this->segs = segs; };
190    inline void setActiveBarrel(int ab) {this->activeBarrel = ab; };
191    inline int getActiveBarrel() { return this->activeBarrel; };
192    inline void cycleBarrel() { this->activeBarrel = (this->activeBarrel + 1) % this->barrels; };
193
194    Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; };
195
196    inline int getPreferedSide() { return this->preferedSide; }
197    inline int getPreferedSlot() { return this->preferedSlot; }
198
199    inline void setEnergyWidgetInitialized(bool b) {this->isEnergyWidgetInitialized = b;};
200
201    //some functions for conveneance
202    inline const Vector& getObjComp(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor(); };
203    inline const float getObjCompx(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor().x; };
204    inline const float getObjCompy(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor().y; };
205    inline const float getObjCompz(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor().z; };
206
207  protected:
208    //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction);
209    virtual void activate() {};
210    virtual void deactivate() {};
211    virtual void charge() {};
212    virtual void fire() {};
213    virtual void reload() {};
214
215
216    // utility:
217    static WeaponAction  charToAction(const std::string& action);
218    static const char*   actionToChar(WeaponAction action);
219    static WeaponState   charToState(const std::string& state);
220    static const char*   stateToChar(WeaponState state);
221
222    void setPreferedSlot(int slot, int side) { this->preferedSlot = slot; this->preferedSide = side; }
223
224    //gui
225    OrxGui::GLGuiEnergyWidgetVertical* energyWidget;
226    bool  isEnergyWidgetInitialized;
227
228
229  private:
230    /** executive functions, that handle timing with actions.
231     * This is for the action-functions in derived functions to be easy
232     * The main function is execute, that calls all the other functions
233     * for being fast, the Functions are private and as such will be inlined
234     * into the execute function. (this is work of the compiler)
235     */
236    bool execute();
237    bool activateW();
238    bool deactivateW();
239    bool chargeW();
240    bool fireW();
241    bool reloadW();
242    inline void enterState(WeaponState state);
243
244    void updateWidgets();
245
246  private:
247    // type of Weapon
248    long                 capability;                       //!< what capabilities the Weapon has @see W_Capability
249
250    // it is all about energy
251    float                energy;                           //!< The energy stored in the weapons buffers
252    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
253    CountPointer<AmmoContainer> ammoContainer;             //!< Pointer to the AmmoContainer this weapon grabs Energy from.
254    //! @todo move this to projectile
255    float                minCharge;                        //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile
256    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
257
258    PNode*               defaultTarget;                    //!< A target for targeting Weapons.
259
260    float                scaling;                          //!< Local scaling factor. any scaling will be done through this vector.
261
262    ////////////
263    // PHASES //
264    ////////////
265    OrxSound::SoundSource* soundSource;                     //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
266
267    WeaponState            currentState;                    //!< The State the weapon is in.
268    WeaponAction           requestedAction;                 //!< An action to try to Engage after the currentState ends.
269    float                  stateDuration;                   //!< how long the state has taken until now.
270    float                  times[WS_STATE_COUNT];           //!< Times to stay in the different States @see WeaponState.
271    Animation3D*           animation[WS_STATE_COUNT];       //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
272    OrxSound::SoundBuffer  soundBuffers[WA_ACTION_COUNT];   //!< SoundBuffers for all actions @see WeaponAction.
273
274    PNode*                 emissionPoint[MAX_BARRELS];      //!< The point, where the projectiles are emitted.
275
276    bool                   hideInactive;                    //!< Hides the Weapon if it is inactive
277    bool                   chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
278
279    ClassID                projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
280    FastFactory*           projectileFactory;               //!< A factory, that produces and handles the projectiles.
281
282    int                    barrels;                         //!< # of barrels (max 4)
283    int                    segs;                            //!< # of segments, one barrel has (max 3)
284    int                    activeBarrel;                    //!< set # of active barrel, count array wise (aka. 0 is the first)
285    Animation3D*           shootAnim[MAX_BARRELS][MAX_SEGMENTS];
286    PNode*                 objComp[MAX_BARRELS][MAX_SEGMENTS];
287
288    int                    preferedSlot;                    //!< prefered slot to add
289    int                    preferedSide;                    //!< prefered side (left/right) to be added
290    int                    side;                            //!< describes left/right orientation of the weapon.
291
292  };
293
294#endif /* _WEAPON_H */
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