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source: orxonox.OLD/branches/playability.old/src/world_entities/weapons/weapon.h @ 10610

Last change on this file since 10610 was 10230, checked in by muellmic, 18 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#include "count_pointer.h"
19#include "ammo_container.h"
20
21#include "sound_buffer.h"
22
23// FORWARD DECLARATION
24class Projectile;
25class WeaponManager;
26class Animation3D;
27class TiXmlElement;
28class FastFactory;
29template<class T> class tFastFactory;
30
31//! An enumerator defining Actions a Weapon can take
32typedef enum {
33  WA_NONE          =    0,    //!< No Action taken
34  WA_SHOOT         =    1,    //!< emitting Shot
35  WA_CHARGE        =    2,    //!< charge action (one click before the shot)
36  WA_RELOAD        =    3,    //!< reload right after shoot is finished
37  WA_ACTIVATE      =    4,    //!< activate the GUN
38  WA_DEACTIVATE    =    5,    //!< deactivate the GUN
39  WA_SPECIAL1      =    6,    //!< Special Action taken
40
41  WA_ACTION_COUNT  =    7     //!< This must match the count of enumerations-members.
42} WeaponAction;
43
44//! An enumerator defining the States of a Weapon
45typedef enum {
46  WS_NONE          =    0,    //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable)
47  WS_SHOOTING      =    1,    //!< The State of the Shooting
48  WS_CHARGING      =    2,    //!< The state of charging th weapon
49  WS_RELOADING     =    3,    //!< The State of the Reloading
50  WS_ACTIVATING    =    4,    //!< The State in which the weapon gets activated
51  WS_DEACTIVATING  =    5,    //!< The State in which the weapon gets deactivated
52  WS_INACTIVE      =    6,    //!< The State where the weapon is inactive (unable to shoot)
53  WS_IDLE          =    7,    //!< The State where the weapon is idle
54
55  WS_STATE_COUNT  =     8     //!< This must match the count of enumerations-members.
56} WeaponState;
57
58//! an enumerator defining capabilities of a WeaponSlot
59typedef enum
60{
61  WTYPE_DIRECTIONAL   = 0x00000001,           //!< Weapon is directional/Slot is able to carry directional weapons
62  WTYPE_TURRET        = 0x00000002,           //!< Weapon is a turret/slot is able to carry turrets
63  WTYPE_LIGHT         = 0x00000004,           //!< For light Armament.
64  WTYPE_HEAVY         = 0x00000008,           //!< The heavy Armament (Cannons).
65  WTYPE_ALLKINDS      = 0x0000000f,           //!< Weapon is all types/Slot is able to carry all kinds of weapons
66
67  WTYPE_FORWARD       = 0x00000010,           //!< Weapon fires forwards/Slot is able to carry weapons firing forwards
68  WTYPE_BACKWARD      = 0x00000020,           //!< Weapon fires backwards/Slot is able to carry weapons firing backwards
69  WTYPE_LEFT          = 0x00000040,           //!< Weapon fires to the left/Slot is able to carry weapons firing to the left
70  WTYPE_RIGHT         = 0x00000080,           //!< Weapon fires to the right/Slot is able to carry weapons firing to the right
71  WTYPE_ALLDIRS       = 0x000000f0,           //!< Weapon has no specific firing direction/Slot can fire into all directions
72
73  WTYPE_ALL           = 0x000000ff,           //!< Weapon has no limitations/Slot can handle all kinds of Weapon.
74} W_Capability;
75
76//! An abstract class, that describes weapons
77/**
78 * This is used as a container for all the different kinds of weapons that may exist
79 *
80 * Weapons have certain states, and actions, that can inflict them.
81 * ex. Action WA_SHOOT leeds to State WS_SHOOTING.
82 * each action has a sound connected to it,
83 * each state a time and an animation.
84 */
85class Weapon : public WorldEntity
86{
87  ObjectListDeclaration(Weapon);
88
89  public:
90    // INITIALISATION //
91    Weapon ();
92    virtual ~Weapon ();
93    static Weapon* createWeapon(const ClassID& weaponID);
94    static Weapon* createWeapon(const std::string& weaponName);
95
96    void init();
97    virtual void loadParams(const TiXmlElement* root);
98    ////////////////////
99
100    // INTERACTIVITY //
101    void requestAction(WeaponAction action);
102    float increaseEnergy(float energyToAdd);
103    ///////////////////
104
105    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
106    inline bool isActive() const { return (this->currentState == WS_INACTIVE)? false : true; };
107    /** @returns true if the weapon must be drawn */
108    inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive) ? true : false; };
109    /** @returns true if the Weapon is chargeable */
110    inline bool isChargeable() const { return this->chargeable; };
111
112    // FUNCTIONS TO SET THE WEAPONS PROPERTIES.
113    /** sets the Weapons Capabilities */
114    inline void setCapability(long capabilities) { this->capability = capabilities; };
115    /** @returns the Capabilities of this Weapon */
116    inline long getCapability() const { return this->capability; };
117    void setProjectileType(const ClassID& projectile);
118    void setProjectileTypeC(const std::string& projectile);
119    /** @returns The projectile's classID */
120    inline ClassID getProjectileType() { return this->projectile; };
121    /** @returns the FastFactory, that creates Projectiles of type getProjectile */
122    inline FastFactory* getProjectileFactory() { return this->projectileFactory; };
123    void prepareProjectiles(unsigned int count);
124    Projectile* getProjectile();
125
126
127    // EMISSION
128    /** keeping old functions*/
129    void setEmissionPoint(const Vector& point, int barrel);
130    void setEmissionPoint(const Vector& point);
131    /** @see void setEmissionPoint(const Vector& point); */
132    inline void setEmissionPoint(float x, float y, float z, int barrel) { this->setEmissionPoint(Vector(x, y, z), barrel); };
133    inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); };
134    /** @returns the absolute Position of the EmissionPoint */
135    inline const Vector& getEmissionPoint(int barrel) const { return this->emissionPoint[barrel]->getAbsCoor(); };
136    inline const Vector& getEmissionPoint() const { return this->emissionPoint[0]->getAbsCoor(); };
137
138
139    inline void setDefaultTarget(PNode* defaultTarget) { this->defaultTarget = defaultTarget; };
140    inline PNode* getDefaultTarget() const { return this->defaultTarget; };
141
142    // STATE CHANGES //
143    /** @param state the State to time @param duration the duration of the State */
144    inline void setStateDuration(const std::string& state, float duration) { setStateDuration(charToState(state), duration); };
145    /** @param state the State to time @param duration the duration of the State */
146    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
147    /** @param state The state to query @returns the Time the queried State takes to complete */
148    inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)? this->times[state] : 0.0; };
149    /** @returns true if the time of the currentState is elapsed, false otherwise */
150    inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])? true : false; };
151    /** @returns the current State of the Weapon */
152    inline WeaponState getCurrentState() const { return this->currentState; };
153
154    /** @param energyMax the maximum energy the Weapon can have */
155    inline void setEnergyMax(float energyMax) { this->energyMax = energyMax; };
156    inline float getEnergy() const { return this->energy; };
157    inline float getEnergyMax() const { return this->energyMax; };
158    inline void setAmmoContainer(const CountPointer<AmmoContainer>& ammoContainer) { this->ammoContainer = ammoContainer;}
159
160    void setActionSound(WeaponAction action, const std::string& soundFile);
161    /** @see void setActionSound(WeaponAction action, const std::string& soundFile); */
162    void setActionSound(const std::string& action, const std::string& soundFile) { this->setActionSound(charToAction(action), soundFile); };
163
164    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
165    Animation3D* getAnimation(int barrel, int seg, PNode* node);
166    Animation3D* copyAnimation(WeaponState from, WeaponState to);
167
168    OrxGui::GLGuiWidget* getEnergyWidget();
169
170    // FLOW
171    bool 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
172
173    virtual void tick(float dt) { tickW(dt); };
174
175    bool check() const;
176    void debug() const;
177
178    inline int getBarrels() {return this->barrels; };
179    inline int getSegs() { return this->segs; };
180    inline void setBarrels(int barrels) { this->barrels = barrels; };
181    inline void setSegs(int segs) { this->segs = segs; };
182
183    inline Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; };
184    inline void setShootAnim(int barrel, int seg, PNode* component) { this->shootAnim[barrel][seg] = this->getAnimation(barrel, seg, component); };
185
186    void init2();
187    void deconstr();
188
189  protected:
190    //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction);
191    virtual void activate() {};
192    virtual void deactivate() {};
193    virtual void charge() {};
194    virtual void fire() {};
195    virtual void reload() {};
196
197
198    // utility:
199    static WeaponAction  charToAction(const std::string& action);
200    static const char*   actionToChar(WeaponAction action);
201    static WeaponState   charToState(const std::string& state);
202    static const char*   stateToChar(WeaponState state);
203
204
205
206  private:
207    /** executive functions, that handle timing with actions.
208     * This is for the action-functions in derived functions to be easy
209     * The main function is execute, that calls all the other functions
210     * for being fast, the Functions are private and as such will be inlined
211     * into the execute function. (this is work of the compiler)
212     */
213    bool execute();
214    bool activateW();
215    bool deactivateW();
216    bool chargeW();
217    bool fireW();
218    bool reloadW();
219    inline void enterState(WeaponState state);
220
221    void updateWidgets();
222
223  private:
224    // type of Weapon
225    long                 capability;                       //!< what capabilities the Weapon has @see W_Capability
226
227    // it is all about energy
228    float                energy;                           //!< The energy stored in the weapons buffers
229    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
230    CountPointer<AmmoContainer> ammoContainer;             //!< Pointer to the AmmoContainer this weapon grabs Energy from.
231    //! @todo move this to projectile
232    float                minCharge;                        //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile
233    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
234
235    OrxGui::GLGuiEnergyWidgetVertical* energyWidget;
236
237    PNode*               defaultTarget;                    //!< A target for targeting Weapons.
238
239    ////////////
240    // PHASES //
241    ////////////
242    OrxSound::SoundSource* soundSource;                     //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
243
244    WeaponState            currentState;                    //!< The State the weapon is in.
245    WeaponAction           requestedAction;                 //!< An action to try to Engage after the currentState ends.
246    float                  stateDuration;                   //!< how long the state has taken until now.
247    float                  times[WS_STATE_COUNT];           //!< Times to stay in the different States @see WeaponState.
248    Animation3D*           animation[WS_STATE_COUNT];       //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
249    OrxSound::SoundBuffer  soundBuffers[WA_ACTION_COUNT];   //!< SoundBuffers for all actions @see WeaponAction.
250
251    PNode**                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
252
253    bool                   hideInactive;                    //!< Hides the Weapon if it is inactive
254    bool                   chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
255
256    ClassID                projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
257    FastFactory*           projectileFactory;               //!< A factory, that produces and handles the projectiles.
258
259    int                    barrels;                         //!< # of barrels
260    int                    segs;                             //!< # of segments, one barrel has
261    Animation3D***         shootAnim;
262
263  };
264
265#endif /* _WEAPON_H */
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