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source: orxonox.OLD/branches/collision_detection/src/world_entities/weapons/weapon.h @ 6177

Last change on this file since 6177 was 5500, checked in by bensch, 19 years ago

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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
19// FORWARD DECLARATION
20class Projectile;
21class WeaponManager;
22class Animation3D;
23class TiXmlElement;
24class FastFactory;
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 *
74 * Weapons have certain states, and actions, that can inflict them.
75 * ex. Action WA_SHOOT leeds to State WS_SHOOTING.
76 * each action has a sound connected to it,
77 * each state a time and an animation.
78 */
79class Weapon : public WorldEntity
80{
81  public:
82    // INITIALISATION //
83    Weapon (WeaponManager* weaponManager = NULL);
84    virtual ~Weapon ();
85
86    void init();
87    void loadParams(const TiXmlElement* root);
88    ////////////////////
89
90    // INTERACTIVITY //
91    void requestAction(WeaponAction action);
92    float increaseEnergy(float energyToAdd);
93    ///////////////////
94
95    /** @param weaponManager sets the WeaponManager for this Weapon (NULL if free)) */
96    inline void setWeaponManager(WeaponManager* weaponManager) { this->weaponManager = weaponManager; };
97    /** @returns the WeaponManager of this Weapon (or NULL if it is free) */
98    inline WeaponManager* getWeaponManager() const { return this->weaponManager; };
99
100    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
101    inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; };
102    /** @returns true if the weapon must be drawn */
103    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; };
104    /** @returns true if the Weapon is chargeable */
105    inline bool isChargeable() const { return this->chargeable; };
106
107    // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
108    /** sets the Weapons Capabilities */
109    inline void setCapability(long capabilities) { this->capability = capabilities; };
110    /** @returns the Capabilities of this Weapon */
111    inline long getCapability() { return this->capability; };
112    void setProjectileType(ClassID projectile);
113    void setProjectileType(const char* projectile);
114    /** @returns The projectile's classID */
115    inline ClassID getProjectileType() { return this->projectile; };
116    /** @returns the FastFactory, that creates Projectiles of type getProjectile */
117    inline FastFactory* getProjectileFactory() { return this->projectileFactory; };
118    void prepareProjectiles(unsigned int count);
119    Projectile* getProjectile();
120
121
122    void setEmissionPoint(const Vector& point);
123    /** @see void setEmissionPoint(const Vector& point); */
124    inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); };
125    /** @returns the absolute Position of the EmissionPoint */
126    inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); };
127
128    /** @param state the State to time @param duration the duration of the State */
129    inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); };
130    /** @param state the State to time @param duration the duration of the State */
131    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
132    /** @param state The state to query @returns the Time the queried State takes to complete */
133    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)?this->times[state]:0.0; };
134    /** @returns true if the time of the currentState is elapsed, false otherwise */
135    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])?true:false; };
136    /** @returns the current State of the Weapon */
137    inline WeaponState getCurrentState() const { return this->currentState; };
138
139    /** @param energyMax the maximum energy the Weapon can have @param energyLoadedMax the maximum energy in the weapon buffers */
140    inline void setMaximumEnergy(float energyMax, float energyLoadedMax) { this->energyMax = energyMax; this->energyLoadedMax = energyLoadedMax; };
141
142    void setActionSound(WeaponAction action, const char* soundFile);
143    /** @see void setActionSound(WeaponAction action, const char* soundFile); */
144    void setActionSound(const char* action, const char* soundFile) { this->setActionSound(charToAction(action), soundFile); };
145
146    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
147    Animation3D* copyAnimation(WeaponState from, WeaponState to);
148
149    // FLOW
150    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
151    virtual void tick(float dt) {};
152    virtual void draw() const;
153
154    bool check() const;
155    void debug() const;
156
157  protected:
158    //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction);
159    virtual void activate() {};
160    virtual void deactivate() {};
161    virtual void charge() {};
162    virtual void fire() {};
163    virtual void reload() {};
164    virtual void destroy() {};
165
166
167    // utility:
168    static WeaponAction  charToAction(const char* action);
169    static const char*   actionToChar(WeaponAction action);
170    static WeaponState   charToState(const char* state);
171    static const char*   stateToChar(WeaponState state);
172
173  private:
174    /** executive functions, that handle timing with actions.
175     * This is for the action-functions in derived functions to be easy
176     * The main function is execute, that calls all the other functions
177     * for being fast, the Functions are private and as such will be inlined
178     * into the execute function. (this is work of the compiler)
179     */
180    bool execute();
181    bool activateW();
182    bool deactivateW();
183    bool chargeW();
184    bool fireW();
185    bool reloadW();
186
187    inline void enterState(WeaponState state);
188
189
190  private:
191    // type of Weapon
192    long                 capability;                       //!< what capabilities the Weapon has @see W_Capability
193
194    // it is all about energy
195    float                energy;                           //!< The energy stored in the weapons secondary buffers (reserve)
196    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (firewithout reload)
197    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
198    float                energyLoadedMax;                  //!< The maximal energy that can be stored in the primary buffers
199    //! @todo move this to projectile
200    float                minCharge;                        //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile
201    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
202
203    ////////////
204    // PHASES //
205    ////////////
206    SoundSource*         soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
207
208    WeaponState          currentState;                     //!< The State the weapon is in.
209    WeaponAction         requestedAction;                  //!< An action to try to Engage after the currentState ends.
210    float                stateDuration;                    //!< how long the state has taken until now.
211    float                times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
212    Animation3D*         animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
213    SoundBuffer*         soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
214
215    PNode                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
216
217    bool                 hideInactive;                    //!< Hides the Weapon if it is inactive
218    bool                 chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
219
220    ClassID              projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
221    FastFactory*         projectileFactory;               //!< A factory, that produces and handles the projectiles.
222
223    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.
224  };
225
226#endif /* _WEAPON_H */
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