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source: orxonox.OLD/orxonox/branches/weaponSystem/src/world_entities/weapons/weapon.h @ 4879

Last change on this file since 4879 was 4879, checked in by bensch, 19 years ago

orxonox/branches/weaponSystem: some more definitions

File size: 4.8 KB
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1/*!
2    \file weapon.h
3  *  a weapon that a  can use
4
5
6    A weapon is characterized by:
7     o firing-rate: the initial firing rate of a weapon (1/s = Herz)
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!
9     o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile
10
11    Furthermore there are some other attributes, that will help to represent a firing
12    weapon in this world:
13     o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented
14     o shooting animation
15*/
16
17
18#ifndef _WEAPON_H
19#define _WEAPON_H
20
21#include "base_object.h"
22#include "world_entity.h"
23
24// FORWARD DECLARATION
25class Projectile;
26class Weapon;
27class Animation3D;
28class TiXmlElement;
29
30//! An enumerator defining actions a Weapon can take
31typedef enum {
32  WA_NONE          =    0,    //!< No Action taken
33  WA_SHOOT         =    1,    //!< emitting Shot
34  WA_CHARGE        =    2,    //!< charge action (one click before the shot)
35  WA_RELOAD        =    3,    //!< reload right after shoot is finished
36  WA_ACTIVATE      =    4,    //!< activate the GUN
37  WA_DEACTIVATE    =    5,    //!< deactivate the GUN
38  WA_SPECIAL1      =    6,    //!< Special Action taken
39
40  WA_ACTION_COUNT  =    7     //!< This must match the count of enumerations-members.
41} WeaponAction;
42
43//! An enumerator defining the States of a Weapon
44typedef enum {
45  WS_NONE          =    0,    //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable)
46  WS_SHOOTING      =    1,    //!< The State of the Shooting
47  WS_RELOADING     =    3,    //!< The State of the Reloading
48  WS_ACTIVATING    =    4,    //!< The State in which the weapon gets activated
49  WS_DEACTIVATING  =    5,    //!< The State in which the weapon gets deactivated
50  WS_INACTIVE      =    6,    //!< The State where the weapon is inactive (unable to shoot)
51  WS_IDLE          =    7,    //!< The State where the weapon is idle
52
53  WS_STATE_COUNT  =     8     //!< This must match the count of enumerations-members.
54} WeaponState;
55
56
57//! a weapon can be left or right sided
58/**
59 * @todo this will be reset with mirror X/Y/Z
60 */
61#define    W_LEFT        0
62#define    W_RIGHT       1
63
64//! An abstract class, that describes weapons
65/**
66 * This is used as a container for all the different kinds of weapons that may exist
67 */
68class Weapon : public WorldEntity
69{
70  friend class World;
71
72 public:
73  Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction);
74  Weapon(const TiXmlElement* root);
75  virtual ~Weapon ();
76
77  void init();
78  void loadParams(const TiXmlElement* root);
79
80  void setProjectile(Projectile* projectile);
81  Projectile* getProjectile();
82
83  virtual void activate();
84  virtual void deactivate();
85  virtual void fire() = 0;
86  //virtual void reload();
87  //virtual void charge();
88  bool isActive() const { return this->active; };
89
90  // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
91  void setStateDuration(const char* state, float duration);
92  void setStateDuration(WeaponState state, float duration);
93  float getStateDuration(WeaponState state) { return (state < WS_STATE_COUNT)?this->times[state]:0.0; };
94  /** @return true if idletime is elapsed, false otherwise */
95  inline bool stateTimeElapsed() const { return (this->stateTime > this->times[currentState])?true:false; };
96
97  /**  fires the weapon */
98  virtual void hit (WorldEntity* weapon, const Vector& loc);
99  virtual void destroy();
100
101  virtual void tick(float time);
102  virtual void draw();
103
104  private:
105    static WeaponAction  charToAction(const char* action);
106    static WeaponState   charToState(const char* state);
107
108
109 protected:
110  ////////////
111  // PHASES //
112  ////////////
113  WeaponState          currentState;                     //!< The State the weapon is in.
114  WeaponAction         requestAction;                    //!< An action to try to Engage after the currentState ends.
115  float                stateTime;                        //!< how long the state has taken until now.
116  float                times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
117  SoundBuffer*         soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
118  Animation3D*         animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
119
120  SoundBuffer*         fireSound;
121  SoundSource*         weaponSource;
122
123  float                minCharge;
124  float                maxCharge;
125
126 private:
127   bool                 active;                          //!< states wheter the weapon is enabled or not
128   Projectile*          projectile;                      //!< the projectile used for this weapon
129};
130
131#endif /* _WEAPON_H */
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