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