[4597] | 1 | /*! |
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[3573] | 2 | \file weapon.h |
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[4836] | 3 | * a weapon that a can use |
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[3573] | 4 | |
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| 5 | |
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| 6 | A weapon is characterized by: |
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| 7 | o firing-rate: the initial firing rate of a weapon (1/s = Herz) |
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| 8 | 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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| 9 | o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile |
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[4597] | 10 | |
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[3573] | 11 | Furthermore there are some other attributes, that will help to represent a firing |
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| 12 | weapon in this world: |
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| 13 | o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented |
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[3575] | 14 | o shooting animation |
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[3573] | 15 | */ |
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| 16 | |
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| 17 | |
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| 18 | #ifndef _WEAPON_H |
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| 19 | #define _WEAPON_H |
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| 20 | |
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[4597] | 21 | #include "base_object.h" |
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[3573] | 22 | #include "world_entity.h" |
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| 23 | |
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[4759] | 24 | // FORWARD DECLARATION |
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[3575] | 25 | class Projectile; |
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[3862] | 26 | class Weapon; |
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[3886] | 27 | class Animation3D; |
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[4759] | 28 | class TiXmlElement; |
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[3573] | 29 | |
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[4830] | 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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[4826] | 39 | |
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[4832] | 40 | WA_ACTION_COUNT = 7 //!< This must match the count of enumerations-members. |
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[4830] | 41 | } WeaponActions; |
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[4826] | 42 | |
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[4827] | 43 | //! An enumerator defining the States of a Weapon |
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[3583] | 44 | typedef enum { |
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[4830] | 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_RELOADING = 3, //!< The State of the Reloading |
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| 48 | WS_ACTIVATING = 4, //!< The State in which the weapon gets activated |
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| 49 | WS_DEACTIVATING = 5, //!< The State in which the weapon gets deactivated |
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| 50 | WS_INACTIVE = 6, //!< The State where the weapon is inactive (unable to shoot) |
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| 51 | WS_IDLE = 7, //!< The State where the weapon is idle |
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[4827] | 52 | |
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[4875] | 53 | WS_STATE_COUNT = 8 //!< This must match the count of enumerations-members. |
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[4826] | 54 | } WeaponState; |
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[3583] | 55 | |
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[3870] | 56 | |
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[3886] | 57 | //! a weapon can be left or right sided |
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[4830] | 58 | /** |
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| 59 | * @todo this will be reset with mirror X/Y/Z |
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| 60 | */ |
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[4759] | 61 | #define W_LEFT 0 |
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| 62 | #define W_RIGHT 1 |
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[3886] | 63 | |
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[4827] | 64 | //! An abstract class, that describes weapons |
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| 65 | /** |
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| 66 | * This is used as a container for all the different kinds of weapons that may exist |
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| 67 | */ |
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[4597] | 68 | class Weapon : public WorldEntity |
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[3573] | 69 | { |
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| 70 | friend class World; |
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| 71 | |
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| 72 | public: |
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[3881] | 73 | Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction); |
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[4759] | 74 | Weapon(const TiXmlElement* root); |
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[3573] | 75 | virtual ~Weapon (); |
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[4597] | 76 | |
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[4759] | 77 | void init(); |
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| 78 | void loadParams(const TiXmlElement* root); |
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| 79 | |
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[4746] | 80 | void enable(); |
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| 81 | void disable(); |
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| 82 | bool isEnabled(); |
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[3577] | 83 | |
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[3575] | 84 | void setProjectile(Projectile* projectile); |
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[4746] | 85 | Projectile* getProjectile(); |
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[3575] | 86 | |
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[4746] | 87 | virtual void activate(); |
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| 88 | virtual void deactivate(); |
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| 89 | bool isActive(); |
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[3575] | 90 | |
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| 91 | |
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[4827] | 92 | /** @param idle time in ms */ |
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| 93 | inline void setWeaponIdleTime(float idleTime) { this->idleTime = idleTime; }; |
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| 94 | /** @returns idle time in ms */ |
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| 95 | inline float getWeaponIdleTime() const { return this->idleTime; }; |
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| 96 | /** @return true if idletime is elapsed else otherwise */ |
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[4875] | 97 | inline bool hasWeaponIdleTimeElapsed() const { return (this->localTime > this->idleTime)?true:false; }; |
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[4597] | 98 | |
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[4836] | 99 | /** fires the weapon */ |
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[4746] | 100 | virtual void fire() = 0; |
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[4830] | 101 | virtual void hit (WorldEntity* weapon, const Vector& loc); |
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[4746] | 102 | virtual void destroy(); |
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[4597] | 103 | |
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[3583] | 104 | virtual void tick(float time); |
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[4746] | 105 | virtual void weaponIdle(); |
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| 106 | virtual void draw(); |
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[3573] | 107 | |
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[3629] | 108 | protected: |
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[4830] | 109 | float localTime; //<! this is the local time. important for shooting attributes like frequency |
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| 110 | float idleTime; //<! the time a weapon needs before it can shoot again. eg. shooting frequency or actication/deactivateion delay |
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| 111 | float slowDownFactor; //<! if the shooting frequency is a linear function of time... |
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[3886] | 112 | |
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[4830] | 113 | //////////// |
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| 114 | // PHASES // |
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| 115 | //////////// |
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[4875] | 116 | WeaponState currentState; //!< The State the weapon is in. |
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| 117 | float stateTime; //!< how long the state has teken until now. |
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| 118 | float times[WS_STATE_COUNT]; //!< Times to stay in the different States @see WeaponState. |
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| 119 | SoundBuffer* soundBuffers[WA_ACTION_COUNT]; //!< SoundBuffers for all actions @see WeaponAction. |
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[4831] | 120 | 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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[4830] | 121 | |
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[4827] | 122 | SoundBuffer* fireSound; |
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| 123 | SoundSource* weaponSource; |
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[3886] | 124 | |
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[4875] | 125 | float minCharge; |
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| 126 | float maxCharge; |
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[3886] | 127 | |
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[3573] | 128 | private: |
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[4831] | 129 | bool enabled; //<! states if the weapon is enabled or not |
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| 130 | Projectile* projectile; //<! the projectile used for this weapon |
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[3583] | 131 | //WeaponSound sound; |
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[3573] | 132 | }; |
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| 133 | |
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| 134 | #endif /* _WEAPON_H */ |
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