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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/weapon.h @ 4972

Last change on this file since 4972 was 4972, checked in by bensch, 19 years ago

orxonox/trunk: many loadParams

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1/*!
2 * @file weapon.h
3 *
4 * Weapon is the mayor baseclass for all weapons. it is quite extensive, and expensive in use,
5 * because each weapon will know virutal functions for the WorldEntity's part, and also virtuals
6 * for Fireing/Reloading/...,
7 * quickly said: Weapon is a wrapper for weapons, that makes it easy to very quickly implement
8 * new Weapons, and with them make this game better, than any game before it, because still
9 * Weapons (GUNS) are the most important thing in life :?... no to be serious
10 * @see Weapon
11 */
12
13
14#ifndef _WEAPON_H
15#define _WEAPON_H
16
17#include "world_entity.h"
18#include "fast_factory.h"
19
20// FORWARD DECLARATION
21class Projectile;
22class WeaponManager;
23class Animation3D;
24class TiXmlElement;
25template<class T> class tFastFactory;
26
27//! An enumerator defining Actions a Weapon can take
28typedef enum {
29  WA_NONE          =    0,    //!< No Action taken
30  WA_SHOOT         =    1,    //!< emitting Shot
31  WA_CHARGE        =    2,    //!< charge action (one click before the shot)
32  WA_RELOAD        =    3,    //!< reload right after shoot is finished
33  WA_ACTIVATE      =    4,    //!< activate the GUN
34  WA_DEACTIVATE    =    5,    //!< deactivate the GUN
35  WA_SPECIAL1      =    6,    //!< Special Action taken
36
37  WA_ACTION_COUNT  =    7     //!< This must match the count of enumerations-members.
38} WeaponAction;
39
40//! An enumerator defining the States of a Weapon
41typedef enum {
42  WS_NONE          =    0,    //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable)
43  WS_SHOOTING      =    1,    //!< The State of the Shooting
44  WS_CHARGING      =    2,    //!< The state of charging th weapon
45  WS_RELOADING     =    3,    //!< The State of the Reloading
46  WS_ACTIVATING    =    4,    //!< The State in which the weapon gets activated
47  WS_DEACTIVATING  =    5,    //!< The State in which the weapon gets deactivated
48  WS_INACTIVE      =    6,    //!< The State where the weapon is inactive (unable to shoot)
49  WS_IDLE          =    7,    //!< The State where the weapon is idle
50
51  WS_STATE_COUNT  =     8     //!< This must match the count of enumerations-members.
52} WeaponState;
53
54//! an enumerator defining capabilities of a WeaponSlot
55typedef enum
56{
57  WTYPE_DIRECTIONAL   = 0x00000001,           //!< Weapon is directional/Slot is able to carry directional weapons
58  WTYPE_TURRET        = 0x00000002,           //!< Weapon is a turret/slot is able to carry turrets
59  WTYPE_ALLKINDS      = 0x0000000f,           //!< Weapon is all types/Slot is able to carry all kinds of weapons
60
61  WTYPE_FORWARD       = 0x00000010,           //!< Weapon fires forwards/Slot is able to carry weapons firing forwards
62  WTYPE_BACKWARD      = 0x00000020,           //!< Weapon fires backwards/Slot is able to carry weapons firing backwards
63  WTYPE_LEFT          = 0x00000040,           //!< Weapon fires to the left/Slot is able to carry weapons firing to the left
64  WTYPE_RIGHT         = 0x00000080,           //!< Weapon fires to the right/Slot is able to carry weapons firing to the right
65  WTYPE_ALLDIRS       = 0x000000f0,           //!< Weapon has no specific firing direction/Slot can fire into all directions
66
67  WTYPE_ALL           = 0x000000ff,           //!< Weapon has no limitations/Slot can handle all kinds of Weapon.
68} W_Capability;
69
70//! An abstract class, that describes weapons
71/**
72 * This is used as a container for all the different kinds of weapons that may exist
73 */
74class Weapon : public WorldEntity
75{
76  public:
77    // INITIALISATION //
78    Weapon (WeaponManager* weaponManager = NULL);
79    virtual ~Weapon ();
80
81    void init();
82    void loadParams(const TiXmlElement* root);
83    ////////////////////
84
85    // INTERACTIVITY //
86    void requestAction(WeaponAction action);
87    float increaseEnergy(float energyToAdd);
88    ///////////////////
89
90    /** @param weaponManager sets the WeaponManager for this Weapon (NULL if free)) */
91    inline void setWeaponManager(WeaponManager* weaponManager) { this->weaponManager = weaponManager; };
92    /** @returns the WeaponManager of this Weapon (or NULL if it is free) */
93    inline WeaponManager* getWeaponManager() const { return this->weaponManager; };
94
95    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
96    inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; };
97    /** @returns true if the weapon must be drawn */
98    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; };
99    /** @returns true if the Weapon is chargeable */
100    inline bool isChargeable() const { return this->chargeable; };
101
102    // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
103    void setProjectile(ClassID projectile);
104    void setProjectile(const char* projectile);
105    /** @returns The projectile's classID */
106    inline ClassID getProjectile() { return this->projectile; };
107    /** @returns the FastFactory, that creates Projectiles of type getProjectile */
108    inline FastFactory* getProjectileFactory() { return this->projectileFactory; };
109
110
111    void setEmissionPoint(const Vector& point);
112    /** @see void setEmissionPoint(const Vector& point); */
113    inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); };
114    /** @returns the absolute Position of the EmissionPoint */
115    inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); };
116
117    /** @param state the State to time @param duration the duration of the State */
118    inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); };
119    /** @param state the State to time @param duration the duration of the State */
120    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
121    /** @param state The state to query @returns the Time the queried State takes to complete */
122    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)?this->times[state]:0.0; };
123    /** @returns true if the time of the currentState is elapsed, false otherwise */
124    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])?true:false; };
125    /** @returns the current State of the Weapon */
126    inline WeaponState getCurrentState() const { return this->currentState; };
127
128    /** @param energyMax the maximum energy the Weapon can have @param energyLoadedMax the maximum energy in the weapon buffers */
129    inline void setMaximumEnergy(float energyMax, float energyLoadedMax) { this->energyMax = energyMax; this->energyLoadedMax = energyLoadedMax; };
130
131    void setActionSound(WeaponAction action, const char* soundFile);
132    /** @see void setActionSound(WeaponAction action, const char* soundFile); */
133    void setActionSound(const char* action, const char* soundFile) { this->setActionSound(charToAction(action), soundFile); };
134
135    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
136    Animation3D* copyAnimation(WeaponState from, WeaponState to);
137
138    // FLOW
139    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
140    virtual void tick(float dt) {};
141    virtual void draw();
142
143    bool check() const;
144    void debug() const;
145
146  protected:
147    //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction);
148    virtual void activate() {};
149    virtual void deactivate() {};
150    virtual void charge() {};
151    virtual void fire() {};
152    virtual void reload() {};
153    virtual void destroy() {};
154
155
156    // utility:
157    static WeaponAction  charToAction(const char* action);
158    static const char*   actionToChar(WeaponAction action);
159    static WeaponState   charToState(const char* state);
160    static const char*   stateToChar(WeaponState state);
161
162  private:
163    /** executive functions, that handle timing with actions.
164     * This is for the action-functions in derived functions to be easy
165     * The main function is execute, that calls all the other functions
166     * for being fast, the Functions are private and as such will be inlined
167     * into the execute function. (this is work of the compiler)
168     */
169    bool execute();
170    bool activateW();
171    bool deactivateW();
172    bool chargeW();
173    bool fireW();
174    bool reloadW();
175
176    inline void enterState(WeaponState state);
177
178
179  private:
180    // it is all about energy
181    float                energy;                           //!< The energy stored in the weapons secondary buffers (reserve)
182    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (firewithout reload)
183    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
184    float                energyLoadedMax;                  //!< The maximal energy that can be stored in the primary buffers
185    //! @todo move this to projectile
186    float                minCharge;                        //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile
187    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
188
189    ////////////
190    // PHASES //
191    ////////////
192    SoundSource*         soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
193
194    WeaponState          currentState;                     //!< The State the weapon is in.
195    WeaponAction         requestedAction;                  //!< An action to try to Engage after the currentState ends.
196    float                stateDuration;                    //!< how long the state has taken until now.
197    float                times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
198    Animation3D*         animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
199    SoundBuffer*         soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
200
201    PNode                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
202
203    bool                 hideInactive;                    //!< Hides the Weapon if it is inactive
204    bool                 chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
205
206    ClassID              projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
207    FastFactory*         projectileFactory;               //!< A factory, that produces and handles the projectiles.
208
209    WeaponManager*       weaponManager;                   //!< The weaponManager this weapon is connected to. if NULL it is assumed, that the weapon is freely connected to an entity without a binding WeaponManager.
210  };
211
212#endif /* _WEAPON_H */
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