[4597] | 1 | /*! |
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[4959] | 2 | * @file weapon.h |
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| 3 | * |
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| 4 | * Weapon is the mayor baseclass for all weapons. it is quite extensive, and expensive in use, |
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| 5 | * because each weapon will know virutal functions for the WorldEntity's part, and also virtuals |
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| 6 | * for Fireing/Reloading/..., |
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| 7 | * quickly said: Weapon is a wrapper for weapons, that makes it easy to very quickly implement |
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| 8 | * new Weapons, and with them make this game better, than any game before it, because still |
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| 9 | * Weapons (GUNS) are the most important thing in life :?... no to be serious |
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| 10 | * @see Weapon |
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| 11 | */ |
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[3573] | 12 | |
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| 13 | |
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| 14 | #ifndef _WEAPON_H |
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| 15 | #define _WEAPON_H |
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| 16 | |
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| 17 | #include "world_entity.h" |
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[6669] | 18 | #include "count_pointer.h" |
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| 19 | #include "ammo_container.h" |
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[3573] | 20 | |
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[9869] | 21 | #include "sound_buffer.h" |
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| 22 | |
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[4759] | 23 | // FORWARD DECLARATION |
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[3575] | 24 | class Projectile; |
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[4955] | 25 | class WeaponManager; |
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[3886] | 26 | class Animation3D; |
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[4759] | 27 | class TiXmlElement; |
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[5355] | 28 | class FastFactory; |
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[4934] | 29 | template<class T> class tFastFactory; |
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[3573] | 30 | |
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[4890] | 31 | //! An enumerator defining Actions a Weapon can take |
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[4830] | 32 | typedef enum { |
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| 33 | WA_NONE = 0, //!< No Action taken |
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| 34 | WA_SHOOT = 1, //!< emitting Shot |
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| 35 | WA_CHARGE = 2, //!< charge action (one click before the shot) |
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| 36 | WA_RELOAD = 3, //!< reload right after shoot is finished |
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| 37 | WA_ACTIVATE = 4, //!< activate the GUN |
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| 38 | WA_DEACTIVATE = 5, //!< deactivate the GUN |
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| 39 | WA_SPECIAL1 = 6, //!< Special Action taken |
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[4826] | 40 | |
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[4832] | 41 | WA_ACTION_COUNT = 7 //!< This must match the count of enumerations-members. |
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[4885] | 42 | } WeaponAction; |
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[4826] | 43 | |
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[4827] | 44 | //! An enumerator defining the States of a Weapon |
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[3583] | 45 | typedef enum { |
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[4830] | 46 | WS_NONE = 0, //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable) |
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| 47 | WS_SHOOTING = 1, //!< The State of the Shooting |
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[4885] | 48 | WS_CHARGING = 2, //!< The state of charging th weapon |
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[4830] | 49 | WS_RELOADING = 3, //!< The State of the Reloading |
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| 50 | WS_ACTIVATING = 4, //!< The State in which the weapon gets activated |
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| 51 | WS_DEACTIVATING = 5, //!< The State in which the weapon gets deactivated |
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| 52 | WS_INACTIVE = 6, //!< The State where the weapon is inactive (unable to shoot) |
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| 53 | WS_IDLE = 7, //!< The State where the weapon is idle |
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[4827] | 54 | |
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[4875] | 55 | WS_STATE_COUNT = 8 //!< This must match the count of enumerations-members. |
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[4826] | 56 | } WeaponState; |
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[3583] | 57 | |
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[4959] | 58 | //! an enumerator defining capabilities of a WeaponSlot |
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| 59 | typedef enum |
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| 60 | { |
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| 61 | WTYPE_DIRECTIONAL = 0x00000001, //!< Weapon is directional/Slot is able to carry directional weapons |
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| 62 | WTYPE_TURRET = 0x00000002, //!< Weapon is a turret/slot is able to carry turrets |
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[6803] | 63 | WTYPE_LIGHT = 0x00000004, //!< For light Armament. |
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| 64 | WTYPE_HEAVY = 0x00000008, //!< The heavy Armament (Cannons). |
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[4959] | 65 | WTYPE_ALLKINDS = 0x0000000f, //!< Weapon is all types/Slot is able to carry all kinds of weapons |
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[3870] | 66 | |
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[4959] | 67 | WTYPE_FORWARD = 0x00000010, //!< Weapon fires forwards/Slot is able to carry weapons firing forwards |
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| 68 | WTYPE_BACKWARD = 0x00000020, //!< Weapon fires backwards/Slot is able to carry weapons firing backwards |
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| 69 | WTYPE_LEFT = 0x00000040, //!< Weapon fires to the left/Slot is able to carry weapons firing to the left |
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| 70 | WTYPE_RIGHT = 0x00000080, //!< Weapon fires to the right/Slot is able to carry weapons firing to the right |
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| 71 | WTYPE_ALLDIRS = 0x000000f0, //!< Weapon has no specific firing direction/Slot can fire into all directions |
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[3886] | 72 | |
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[4959] | 73 | WTYPE_ALL = 0x000000ff, //!< Weapon has no limitations/Slot can handle all kinds of Weapon. |
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| 74 | } W_Capability; |
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| 75 | |
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[4827] | 76 | //! An abstract class, that describes weapons |
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| 77 | /** |
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| 78 | * This is used as a container for all the different kinds of weapons that may exist |
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[4975] | 79 | * |
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| 80 | * Weapons have certain states, and actions, that can inflict them. |
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| 81 | * ex. Action WA_SHOOT leeds to State WS_SHOOTING. |
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| 82 | * each action has a sound connected to it, |
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| 83 | * each state a time and an animation. |
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[4827] | 84 | */ |
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[4597] | 85 | class Weapon : public WorldEntity |
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[3573] | 86 | { |
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[9869] | 87 | ObjectListDeclaration(Weapon); |
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| 88 | |
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[4885] | 89 | public: |
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| 90 | // INITIALISATION // |
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[5750] | 91 | Weapon (); |
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[4885] | 92 | virtual ~Weapon (); |
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[9869] | 93 | static Weapon* createWeapon(const ClassID& weaponID); |
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| 94 | static Weapon* createWeapon(const std::string& weaponName); |
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[3573] | 95 | |
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[4885] | 96 | void init(); |
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[6512] | 97 | virtual void loadParams(const TiXmlElement* root); |
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[4885] | 98 | //////////////////// |
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[4597] | 99 | |
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[4947] | 100 | // INTERACTIVITY // |
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[4885] | 101 | void requestAction(WeaponAction action); |
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[4890] | 102 | float increaseEnergy(float energyToAdd); |
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[4947] | 103 | /////////////////// |
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[4759] | 104 | |
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[4906] | 105 | /** @returns true if the Weapon is Active (this is used to check if the weapon must be drawn)*/ |
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[5750] | 106 | inline bool isActive() const { return (this->currentState == WS_INACTIVE)? false : true; }; |
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[4906] | 107 | /** @returns true if the weapon must be drawn */ |
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[5750] | 108 | inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive) ? true : false; }; |
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[4949] | 109 | /** @returns true if the Weapon is chargeable */ |
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| 110 | inline bool isChargeable() const { return this->chargeable; }; |
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[3577] | 111 | |
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[4885] | 112 | // FUNCTIONS TO SET THE WEAPONS PROPERTIES. |
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[5441] | 113 | /** sets the Weapons Capabilities */ |
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| 114 | inline void setCapability(long capabilities) { this->capability = capabilities; }; |
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| 115 | /** @returns the Capabilities of this Weapon */ |
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[6669] | 116 | inline long getCapability() const { return this->capability; }; |
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[9869] | 117 | void setProjectileType(const ClassID& projectile); |
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[7221] | 118 | void setProjectileTypeC(const std::string& projectile); |
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[4947] | 119 | /** @returns The projectile's classID */ |
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[5356] | 120 | inline ClassID getProjectileType() { return this->projectile; }; |
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[4947] | 121 | /** @returns the FastFactory, that creates Projectiles of type getProjectile */ |
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| 122 | inline FastFactory* getProjectileFactory() { return this->projectileFactory; }; |
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[5356] | 123 | void prepareProjectiles(unsigned int count); |
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| 124 | Projectile* getProjectile(); |
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[3575] | 125 | |
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[4947] | 126 | |
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[5750] | 127 | // EMISSION |
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[10368] | 128 | /** keeping old functions*/ |
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| 129 | void setEmissionPoint(const Vector& point, int barrel); |
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[4892] | 130 | void setEmissionPoint(const Vector& point); |
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| 131 | /** @see void setEmissionPoint(const Vector& point); */ |
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[10368] | 132 | inline void setEmissionPoint(float x, float y, float z, int barrel) { this->setEmissionPoint(Vector(x, y, z), barrel); }; |
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[4972] | 133 | inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); }; |
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[4927] | 134 | /** @returns the absolute Position of the EmissionPoint */ |
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[10368] | 135 | inline const Vector& getEmissionPoint(int barrel) const { return this->emissionPoint[barrel]->getAbsCoor(); }; |
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| 136 | inline const Vector& getEmissionPoint() const { return this->emissionPoint[0]->getAbsCoor(); }; |
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[4892] | 137 | |
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[10368] | 138 | |
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[6920] | 139 | inline void setDefaultTarget(PNode* defaultTarget) { this->defaultTarget = defaultTarget; }; |
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| 140 | inline PNode* getDefaultTarget() const { return this->defaultTarget; }; |
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[6756] | 141 | |
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[5750] | 142 | // STATE CHANGES // |
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[4885] | 143 | /** @param state the State to time @param duration the duration of the State */ |
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[7221] | 144 | inline void setStateDuration(const std::string& state, float duration) { setStateDuration(charToState(state), duration); }; |
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[4885] | 145 | /** @param state the State to time @param duration the duration of the State */ |
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| 146 | inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; }; |
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| 147 | /** @param state The state to query @returns the Time the queried State takes to complete */ |
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[5750] | 148 | inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)? this->times[state] : 0.0; }; |
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[4885] | 149 | /** @returns true if the time of the currentState is elapsed, false otherwise */ |
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[5750] | 150 | inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])? true : false; }; |
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[4885] | 151 | /** @returns the current State of the Weapon */ |
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| 152 | inline WeaponState getCurrentState() const { return this->currentState; }; |
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[4892] | 153 | |
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[6671] | 154 | /** @param energyMax the maximum energy the Weapon can have */ |
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| 155 | inline void setEnergyMax(float energyMax) { this->energyMax = energyMax; }; |
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| 156 | inline float getEnergy() const { return this->energy; }; |
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[6306] | 157 | inline float getEnergyMax() const { return this->energyMax; }; |
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[6669] | 158 | inline void setAmmoContainer(const CountPointer<AmmoContainer>& ammoContainer) { this->ammoContainer = ammoContainer;} |
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[3575] | 159 | |
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[7221] | 160 | void setActionSound(WeaponAction action, const std::string& soundFile); |
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| 161 | /** @see void setActionSound(WeaponAction action, const std::string& soundFile); */ |
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| 162 | void setActionSound(const std::string& action, const std::string& soundFile) { this->setActionSound(charToAction(action), soundFile); }; |
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[3575] | 163 | |
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[4895] | 164 | Animation3D* getAnimation(WeaponState state, PNode* node = NULL); |
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[10368] | 165 | Animation3D* getAnimation(int barrel, int seg, PNode* node); |
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[4906] | 166 | Animation3D* copyAnimation(WeaponState from, WeaponState to); |
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[4597] | 167 | |
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[7779] | 168 | OrxGui::GLGuiWidget* getEnergyWidget(); |
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[6438] | 169 | |
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[4885] | 170 | // FLOW |
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[6736] | 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 |
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[5750] | 172 | |
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[6736] | 173 | virtual void tick(float dt) { tickW(dt); }; |
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[6439] | 174 | |
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[4891] | 175 | bool check() const; |
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[4885] | 176 | void debug() const; |
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[3886] | 177 | |
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[10368] | 178 | inline int getBarrels() {return this->barrels; }; |
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| 179 | inline int getSegs() { return this->segs; }; |
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| 180 | inline void setBarrels(int barrels) { this->barrels = barrels; }; |
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| 181 | inline void setSegs(int segs) { this->segs = segs; }; |
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| 182 | |
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| 183 | inline Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; }; |
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| 184 | inline void setShootAnim(int barrel, int seg, PNode* component) { this->shootAnim[barrel][seg] = this->getAnimation(barrel, seg, component); }; |
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| 185 | |
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| 186 | void init2(); |
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| 187 | void deconstr(); |
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| 188 | |
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[4885] | 189 | protected: |
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| 190 | //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction); |
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[4892] | 191 | virtual void activate() {}; |
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| 192 | virtual void deactivate() {}; |
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| 193 | virtual void charge() {}; |
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| 194 | virtual void fire() {}; |
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| 195 | virtual void reload() {}; |
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[3886] | 196 | |
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[4890] | 197 | |
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| 198 | // utility: |
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[7221] | 199 | static WeaponAction charToAction(const std::string& action); |
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[4890] | 200 | static const char* actionToChar(WeaponAction action); |
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[7221] | 201 | static WeaponState charToState(const std::string& state); |
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[4890] | 202 | static const char* stateToChar(WeaponState state); |
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[4891] | 203 | |
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[10368] | 204 | |
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| 205 | |
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[4885] | 206 | private: |
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[4892] | 207 | /** executive functions, that handle timing with actions. |
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| 208 | * This is for the action-functions in derived functions to be easy |
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| 209 | * The main function is execute, that calls all the other functions |
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| 210 | * for being fast, the Functions are private and as such will be inlined |
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| 211 | * into the execute function. (this is work of the compiler) |
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| 212 | */ |
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| 213 | bool execute(); |
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| 214 | bool activateW(); |
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| 215 | bool deactivateW(); |
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| 216 | bool chargeW(); |
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| 217 | bool fireW(); |
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| 218 | bool reloadW(); |
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[4926] | 219 | inline void enterState(WeaponState state); |
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[3886] | 220 | |
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[6438] | 221 | void updateWidgets(); |
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[4926] | 222 | |
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[4927] | 223 | private: |
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[5441] | 224 | // type of Weapon |
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| 225 | long capability; //!< what capabilities the Weapon has @see W_Capability |
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| 226 | |
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[4885] | 227 | // it is all about energy |
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[6671] | 228 | float energy; //!< The energy stored in the weapons buffers |
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| 229 | float energyMax; //!< The maximal energy that can be stored in the secondary buffers (reserveMax) |
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[6669] | 230 | CountPointer<AmmoContainer> ammoContainer; //!< Pointer to the AmmoContainer this weapon grabs Energy from. |
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[4910] | 231 | //! @todo move this to projectile |
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[4890] | 232 | float minCharge; //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile |
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| 233 | float maxCharge; //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled) |
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[3573] | 234 | |
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[10368] | 235 | OrxGui::GLGuiEnergyWidgetVertical* energyWidget; |
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[6438] | 236 | |
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[6920] | 237 | PNode* defaultTarget; //!< A target for targeting Weapons. |
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[6756] | 238 | |
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[4885] | 239 | //////////// |
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| 240 | // PHASES // |
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| 241 | //////////// |
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[9869] | 242 | OrxSound::SoundSource* soundSource; //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon) |
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[4910] | 243 | |
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[9869] | 244 | WeaponState currentState; //!< The State the weapon is in. |
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| 245 | WeaponAction requestedAction; //!< An action to try to Engage after the currentState ends. |
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| 246 | float stateDuration; //!< how long the state has taken until now. |
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| 247 | float times[WS_STATE_COUNT]; //!< Times to stay in the different States @see WeaponState. |
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| 248 | Animation3D* animation[WS_STATE_COUNT]; //!< Animations for all the States (you can say yourself on what part of the gun this animation acts). |
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| 249 | OrxSound::SoundBuffer soundBuffers[WA_ACTION_COUNT]; //!< SoundBuffers for all actions @see WeaponAction. |
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[4885] | 250 | |
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[10368] | 251 | PNode** emissionPoint; //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default) |
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[4885] | 252 | |
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[7460] | 253 | bool hideInactive; //!< Hides the Weapon if it is inactive |
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| 254 | bool chargeable; //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.) |
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[4885] | 255 | |
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[7460] | 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.) |
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| 257 | FastFactory* projectileFactory; //!< A factory, that produces and handles the projectiles. |
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[10368] | 258 | |
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| 259 | int barrels; //!< # of barrels |
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| 260 | int segs; //!< # of segments, one barrel has |
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| 261 | Animation3D*** shootAnim; |
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| 262 | |
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[4885] | 263 | }; |
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| 264 | |
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[3573] | 265 | #endif /* _WEAPON_H */ |
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