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source: orxonox.OLD/height_map_merge/src/world_entities/weapons/weapon.h @ 6494

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