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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/weapon.h @ 4934

Last change on this file since 4934 was 4934, checked in by bensch, 19 years ago

orxonox/trunk: resurection of shoots works perfectly… now it is the question of how to recollect them… most probably the GarbageCollector… this will be one step deeper then..

File size: 9.3 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 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;
28template<class T> class tFastFactory;
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_CHARGING      =    2,    //!< The state of charging th weapon
48  WS_RELOADING     =    3,    //!< The State of the Reloading
49  WS_ACTIVATING    =    4,    //!< The State in which the weapon gets activated
50  WS_DEACTIVATING  =    5,    //!< The State in which the weapon gets deactivated
51  WS_INACTIVE      =    6,    //!< The State where the weapon is inactive (unable to shoot)
52  WS_IDLE          =    7,    //!< The State where the weapon is idle
53
54  WS_STATE_COUNT  =     8     //!< This must match the count of enumerations-members.
55} WeaponState;
56
57
58//! a weapon can be left or right sided
59/**
60 * @todo this will be reset with mirror X/Y/Z
61 */
62#define    W_LEFT        0
63#define    W_RIGHT       1
64
65//! An abstract class, that describes weapons
66/**
67 * This is used as a container for all the different kinds of weapons that may exist
68 */
69class Weapon : public WorldEntity
70{
71  public:
72    // INITIALISATION //
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
81    void requestAction(WeaponAction action);
82    float increaseEnergy(float energyToAdd);
83
84    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
85    inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; };
86    /** @returns true if the weapon must be drawn */
87    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; };
88
89    // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
90    /** @param projectile a projectile for this weapon */
91    void setProjectile(Projectile* projectile) { this->projectile = projectile; };
92    /** @returns The projectile if availiable */
93    Projectile* getProjectile() { return this->projectile; };
94
95    void setEmissionPoint(const Vector& point);
96    /** @see void setEmissionPoint(const Vector& point); */
97    inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x,y,z)); };
98    /** @returns the absolute Position of the EmissionPoint */
99    inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); };
100
101    /** @param state the State to time @param duration the duration of the State */
102    inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); };
103    /** @param state the State to time @param duration the duration of the State */
104    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
105    /** @param state The state to query @returns the Time the queried State takes to complete */
106    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)?this->times[state]:0.0; };
107    /** @returns true if the time of the currentState is elapsed, false otherwise */
108    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])?true:false; };
109    /** @returns the current State of the Weapon */
110    inline WeaponState getCurrentState() const { return this->currentState; };
111
112    /** @param energyMax the maximum energy the Weapon can have @param energyLoadedMax the maximum energy in the weapon buffers */
113    inline void setMaximumEnergy(float energyMax, float energyLoadedMax) { this->energyMax = energyMax; this->energyLoadedMax = energyLoadedMax; };
114
115    void setActionSound(WeaponAction action, const char* soundFile);
116    /** @see void setActionSound(WeaponAction action, const char* soundFile); */
117    void setActionSound(const char* action, const char* soundFile) { this->setActionSound(charToAction(action), soundFile); };
118
119    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
120    Animation3D* copyAnimation(WeaponState from, WeaponState to);
121
122    // FLOW
123    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
124    virtual void tick(float dt) {};
125    virtual void draw();
126
127    bool check() const;
128    void debug() const;
129
130  protected:
131    //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction);
132    virtual void activate() {};
133    virtual void deactivate() {};
134    virtual void charge() {};
135    virtual void fire() {};
136    virtual void reload() {};
137    virtual void destroy() {};
138
139
140    // utility:
141    static WeaponAction  charToAction(const char* action);
142    static const char*   actionToChar(WeaponAction action);
143    static WeaponState   charToState(const char* state);
144    static const char*   stateToChar(WeaponState state);
145
146  private:
147    /** executive functions, that handle timing with actions.
148     * This is for the action-functions in derived functions to be easy
149     * The main function is execute, that calls all the other functions
150     * for being fast, the Functions are private and as such will be inlined
151     * into the execute function. (this is work of the compiler)
152     */
153    bool execute();
154    bool activateW();
155    bool deactivateW();
156    bool chargeW();
157    bool fireW();
158    bool reloadW();
159
160    inline void enterState(WeaponState state);
161
162
163  private:
164    // it is all about energy
165    float                energy;                           //!< The energy stored in the weapons secondary buffers (reserve)
166    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (firewithout reload)
167    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
168    float                energyLoadedMax;                  //!< The maximal energy that can be stored in the primary buffers
169    //! @todo move this to projectile
170    float                minCharge;                        //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile
171    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
172
173    ////////////
174    // PHASES //
175    ////////////
176    SoundSource*         soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
177
178    WeaponState          currentState;                     //!< The State the weapon is in.
179    WeaponAction         requestedAction;                  //!< An action to try to Engage after the currentState ends.
180    float                stateDuration;                    //!< how long the state has taken until now.
181    float                times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
182    Animation3D*         animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
183    SoundBuffer*         soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
184
185    PNode                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
186
187    bool                 hideInactive;                    //!< Hides the Weapon if it is inactive
188    bool                 chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
189
190    Projectile*          projectile;                      //!< the projectile used for this weapon
191  };
192
193#endif /* _WEAPON_H */
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