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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/weapon.h @ 4906

Last change on this file since 4906 was 4906, checked in by bensch, 19 years ago

orxonox/trunk: states are now flow'n through

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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 animations
15*/
16
17
18#ifndef _WEAPON_H
19#define _WEAPON_H
20
21#include "world_entity.h"
22
23// FORWARD DECLARATION
24class Projectile;
25class Weapon;
26class Animation3D;
27class TiXmlElement;
28
29//! An enumerator defining Actions a Weapon can take
30typedef enum {
31  WA_NONE          =    0,    //!< No Action taken
32  WA_SHOOT         =    1,    //!< emitting Shot
33  WA_CHARGE        =    2,    //!< charge action (one click before the shot)
34  WA_RELOAD        =    3,    //!< reload right after shoot is finished
35  WA_ACTIVATE      =    4,    //!< activate the GUN
36  WA_DEACTIVATE    =    5,    //!< deactivate the GUN
37  WA_SPECIAL1      =    6,    //!< Special Action taken
38
39  WA_ACTION_COUNT  =    7     //!< This must match the count of enumerations-members.
40} WeaponAction;
41
42//! An enumerator defining the States of a Weapon
43typedef enum {
44  WS_NONE          =    0,    //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable)
45  WS_SHOOTING      =    1,    //!< The State of the Shooting
46  WS_CHARGING      =    2,    //!< The state of charging th weapon
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  public:
71    // INITIALISATION //
72    Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction);
73    Weapon(const TiXmlElement* root);
74    virtual ~Weapon ();
75
76    void init();
77    void loadParams(const TiXmlElement* root);
78    ////////////////////
79
80    void requestAction(WeaponAction action);
81    float increaseEnergy(float energyToAdd);
82
83    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
84    inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; };
85    /** @returns true if the weapon must be drawn */
86    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; };
87
88    // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
89    /** @param projectile a projectile for this weapon */
90    void setProjectile(Projectile* projectile) { this->projectile = projectile; };
91    /** @returns The projectile if availiable */
92    Projectile* getProjectile() { return this->projectile; };
93
94    void setEmissionPoint(const Vector& point);
95    /** @see void setEmissionPoint(const Vector& point); */
96    inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x,y,z)); };
97
98    /** @param state the State to time @param duration the duration of the State */
99    inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); };
100    /** @param state the State to time @param duration the duration of the State */
101    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
102    /** @param state The state to query @returns the Time the queried State takes to complete */
103    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)?this->times[state]:0.0; };
104    /** @returns true if the time of the currentState is elapsed, false otherwise */
105    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])?true:false; };
106    /** @returns the current State of the Weapon */
107    inline WeaponState getCurrentState() const { return this->currentState; };
108
109    /** @param energyMax the maximum energy the Weapon can have @param energyLoadedMax the maximum energy in the weapon buffers */
110    inline void setMaximumEnergy(float energyMax, float energyLoadedMax = 0.0) { this->energyMax = energyMax; this->energyLoadedMax = energyLoadedMax; };
111
112    void setActionSound(WeaponAction action, const char* soundFile);
113    /** @see void setActionSound(WeaponAction action, const char* soundFile); */
114    void setActionSound(const char* action, const char* soundFile) { this->setActionSound(charToAction(action), soundFile); };
115
116    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
117    Animation3D* copyAnimation(WeaponState from, WeaponState to);
118
119    // FLOW
120    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
121    virtual void tick(float dt) {};
122    virtual void draw();
123
124    bool check() const;
125    void debug() const;
126
127  protected:
128    //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction);
129    virtual void activate() {};
130    virtual void deactivate() {};
131    virtual void charge() {};
132    virtual void fire() {};
133    virtual void reload() {};
134    virtual void destroy() {};
135
136
137    // utility:
138    static WeaponAction  charToAction(const char* action);
139    static const char*   actionToChar(WeaponAction action);
140    static WeaponState   charToState(const char* state);
141    static const char*   stateToChar(WeaponState state);
142
143  private:
144    /** executive functions, that handle timing with actions.
145     * This is for the action-functions in derived functions to be easy
146     * The main function is execute, that calls all the other functions
147     * for being fast, the Functions are private and as such will be inlined
148     * into the execute function. (this is work of the compiler)
149     */
150    bool execute();
151    bool activateW();
152    bool deactivateW();
153    bool chargeW();
154    bool fireW();
155    bool reloadW();
156
157
158  protected:
159    SoundSource*         soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
160    // it is all about energy
161    float                energy;                           //!< The energy stored in the weapons secondary buffers (reserve)
162    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (firewithout reload)
163    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
164    float                energyLoadedMax;                  //!< The maximal energy that can be stored in the primary buffers
165    float                minCharge;                        //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile
166    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
167
168    ////////////
169    // PHASES //
170    ////////////
171  private:
172    WeaponState          currentState;                     //!< The State the weapon is in.
173    WeaponAction         requestedAction;                  //!< An action to try to Engage after the currentState ends.
174    float                stateDuration;                    //!< how long the state has taken until now.
175    float                times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
176    Animation3D*         animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
177    SoundBuffer*         soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
178
179    PNode                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
180
181    bool                 hideInactive;                    //!< Hides the Weapon if it is inactive
182    bool                 chargeable;                      //!< if the Weapon is charcheable
183
184    Projectile*          projectile;                      //!< the projectile used for this weapon
185  };
186
187#endif /* _WEAPON_H */
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