| 1 | /*! | 
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| 2 |     \file weapon.h | 
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| 3 |   *  a weapon that a  can use | 
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| 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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| 10 |  | 
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| 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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| 14 |      o shooting animation | 
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| 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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| 21 | #include "base_object.h" | 
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| 22 | #include "world_entity.h" | 
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| 23 |  | 
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| 24 | // FORWARD DECLARATION | 
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| 25 | class Projectile; | 
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| 26 | class Weapon; | 
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| 27 | class Animation3D; | 
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| 28 | class TiXmlElement; | 
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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 | } WeaponActions; | 
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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_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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| 52 |  | 
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| 53 |   WS_STATE_COUNT  =     8     //!< This must match the count of enumerations-members. | 
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| 54 | } WeaponState; | 
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| 55 |  | 
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| 56 |  | 
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| 57 | //! a weapon can be left or right sided | 
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| 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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| 61 | #define    W_LEFT        0 | 
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| 62 | #define    W_RIGHT       1 | 
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| 63 |  | 
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| 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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| 68 | class Weapon : public WorldEntity | 
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| 69 | { | 
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| 70 |   friend class World; | 
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| 71 |  | 
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| 72 |  public: | 
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| 73 |   Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction); | 
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| 74 |   Weapon(const TiXmlElement* root); | 
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| 75 |   virtual ~Weapon (); | 
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| 76 |  | 
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| 77 |   void init(); | 
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| 78 |   void loadParams(const TiXmlElement* root); | 
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| 79 |  | 
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| 80 |   void enable(); | 
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| 81 |   void disable(); | 
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| 82 |   bool isEnabled(); | 
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| 83 |  | 
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| 84 |   void setProjectile(Projectile* projectile); | 
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| 85 |   Projectile* getProjectile(); | 
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| 86 |  | 
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| 87 |   virtual void activate(); | 
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| 88 |   virtual void deactivate(); | 
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| 89 |   bool isActive(); | 
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| 90 |  | 
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| 91 |  | 
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| 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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| 97 |   inline bool hasWeaponIdleTimeElapsed() const { return (this->localTime > this->idleTime)?true:false; }; | 
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| 98 |  | 
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| 99 |   /**  fires the weapon */ | 
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| 100 |   virtual void fire() = 0; | 
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| 101 |   virtual void hit (WorldEntity* weapon, const Vector& loc); | 
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| 102 |   virtual void destroy(); | 
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| 103 |  | 
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| 104 |   virtual void tick(float time); | 
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| 105 |   virtual void weaponIdle(); | 
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| 106 |   virtual void draw(); | 
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| 107 |  | 
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| 108 |  protected: | 
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| 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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| 112 |  | 
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| 113 |   //////////// | 
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| 114 |   // PHASES // | 
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| 115 |   //////////// | 
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| 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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| 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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| 121 |  | 
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| 122 |   SoundBuffer*         fireSound; | 
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| 123 |   SoundSource*         weaponSource; | 
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| 124 |  | 
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| 125 |   float                minCharge; | 
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| 126 |   float                maxCharge; | 
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| 127 |  | 
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| 128 |  private: | 
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| 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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| 131 |   //WeaponSound sound; | 
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| 132 | }; | 
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| 133 |  | 
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| 134 | #endif /* _WEAPON_H */ | 
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