/*! * @file weapon.h * * Weapon is the mayor baseclass for all weapons. it is quite extensive, and expensive in use, * because each weapon will know virutal functions for the WorldEntity's part, and also virtuals * for Fireing/Reloading/..., * quickly said: Weapon is a wrapper for weapons, that makes it easy to very quickly implement * new Weapons, and with them make this game better, than any game before it, because still * Weapons (GUNS) are the most important thing in life :?... no to be serious * @see Weapon */ #ifndef _WEAPON_H #define _WEAPON_H #include "world_entity.h" // FORWARD DECLARATION class Projectile; class WeaponManager; class Animation3D; class TiXmlElement; class FastFactory; template class tFastFactory; //! An enumerator defining Actions a Weapon can take typedef enum { WA_NONE = 0, //!< No Action taken WA_SHOOT = 1, //!< emitting Shot WA_CHARGE = 2, //!< charge action (one click before the shot) WA_RELOAD = 3, //!< reload right after shoot is finished WA_ACTIVATE = 4, //!< activate the GUN WA_DEACTIVATE = 5, //!< deactivate the GUN WA_SPECIAL1 = 6, //!< Special Action taken WA_ACTION_COUNT = 7 //!< This must match the count of enumerations-members. } WeaponAction; //! An enumerator defining the States of a Weapon typedef enum { WS_NONE = 0, //!< No State at all (if set, there is something wrong, or the weapon is not yet availiable) WS_SHOOTING = 1, //!< The State of the Shooting WS_CHARGING = 2, //!< The state of charging th weapon WS_RELOADING = 3, //!< The State of the Reloading WS_ACTIVATING = 4, //!< The State in which the weapon gets activated WS_DEACTIVATING = 5, //!< The State in which the weapon gets deactivated WS_INACTIVE = 6, //!< The State where the weapon is inactive (unable to shoot) WS_IDLE = 7, //!< The State where the weapon is idle WS_STATE_COUNT = 8 //!< This must match the count of enumerations-members. } WeaponState; //! an enumerator defining capabilities of a WeaponSlot typedef enum { WTYPE_DIRECTIONAL = 0x00000001, //!< Weapon is directional/Slot is able to carry directional weapons WTYPE_TURRET = 0x00000002, //!< Weapon is a turret/slot is able to carry turrets WTYPE_ALLKINDS = 0x0000000f, //!< Weapon is all types/Slot is able to carry all kinds of weapons WTYPE_FORWARD = 0x00000010, //!< Weapon fires forwards/Slot is able to carry weapons firing forwards WTYPE_BACKWARD = 0x00000020, //!< Weapon fires backwards/Slot is able to carry weapons firing backwards WTYPE_LEFT = 0x00000040, //!< Weapon fires to the left/Slot is able to carry weapons firing to the left WTYPE_RIGHT = 0x00000080, //!< Weapon fires to the right/Slot is able to carry weapons firing to the right WTYPE_ALLDIRS = 0x000000f0, //!< Weapon has no specific firing direction/Slot can fire into all directions WTYPE_ALL = 0x000000ff, //!< Weapon has no limitations/Slot can handle all kinds of Weapon. } W_Capability; //! An abstract class, that describes weapons /** * This is used as a container for all the different kinds of weapons that may exist * * Weapons have certain states, and actions, that can inflict them. * ex. Action WA_SHOOT leeds to State WS_SHOOTING. * each action has a sound connected to it, * each state a time and an animation. */ class Weapon : public WorldEntity { public: // INITIALISATION // Weapon (WeaponManager* weaponManager = NULL); virtual ~Weapon (); void init(); void loadParams(const TiXmlElement* root); //////////////////// // INTERACTIVITY // void requestAction(WeaponAction action); float increaseEnergy(float energyToAdd); /////////////////// /** @param weaponManager sets the WeaponManager for this Weapon (NULL if free)) */ inline void setWeaponManager(WeaponManager* weaponManager) { this->weaponManager = weaponManager; }; /** @returns the WeaponManager of this Weapon (or NULL if it is free) */ inline WeaponManager* getWeaponManager() const { return this->weaponManager; }; /** @returns true if the Weapon is Active (this is used to check if the weapon must be drawn)*/ inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; }; /** @returns true if the weapon must be drawn */ inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; }; /** @returns true if the Weapon is chargeable */ inline bool isChargeable() const { return this->chargeable; }; // FUNCTIONS TO SET THE WEAPONS PROPERTIES. /** sets the Weapons Capabilities */ inline void setCapability(long capabilities) { this->capability = capabilities; }; /** @returns the Capabilities of this Weapon */ inline long getCapability() { return this->capability; }; void setProjectileType(ClassID projectile); void setProjectileType(const char* projectile); /** @returns The projectile's classID */ inline ClassID getProjectileType() { return this->projectile; }; /** @returns the FastFactory, that creates Projectiles of type getProjectile */ inline FastFactory* getProjectileFactory() { return this->projectileFactory; }; void prepareProjectiles(unsigned int count); Projectile* getProjectile(); void setEmissionPoint(const Vector& point); /** @see void setEmissionPoint(const Vector& point); */ inline void setEmissionPoint(float x, float y, float z) { this->setEmissionPoint(Vector(x, y, z)); }; /** @returns the absolute Position of the EmissionPoint */ inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); }; /** @param state the State to time @param duration the duration of the State */ inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); }; /** @param state the State to time @param duration the duration of the State */ inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; }; /** @param state The state to query @returns the Time the queried State takes to complete */ inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)?this->times[state]:0.0; }; /** @returns true if the time of the currentState is elapsed, false otherwise */ inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])?true:false; }; /** @returns the current State of the Weapon */ inline WeaponState getCurrentState() const { return this->currentState; }; /** @param energyMax the maximum energy the Weapon can have @param energyLoadedMax the maximum energy in the weapon buffers */ inline void setMaximumEnergy(float energyMax, float energyLoadedMax) { this->energyMax = energyMax; this->energyLoadedMax = energyLoadedMax; }; void setActionSound(WeaponAction action, const char* soundFile); /** @see void setActionSound(WeaponAction action, const char* soundFile); */ void setActionSound(const char* action, const char* soundFile) { this->setActionSound(charToAction(action), soundFile); }; Animation3D* getAnimation(WeaponState state, PNode* node = NULL); Animation3D* copyAnimation(WeaponState from, WeaponState to); // FLOW 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 virtual void tick(float dt) {}; virtual void draw() const; bool check() const; void debug() const; protected: //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction); virtual void activate() {}; virtual void deactivate() {}; virtual void charge() {}; virtual void fire() {}; virtual void reload() {}; virtual void destroy() {}; // utility: static WeaponAction charToAction(const char* action); static const char* actionToChar(WeaponAction action); static WeaponState charToState(const char* state); static const char* stateToChar(WeaponState state); private: /** executive functions, that handle timing with actions. * This is for the action-functions in derived functions to be easy * The main function is execute, that calls all the other functions * for being fast, the Functions are private and as such will be inlined * into the execute function. (this is work of the compiler) */ bool execute(); bool activateW(); bool deactivateW(); bool chargeW(); bool fireW(); bool reloadW(); inline void enterState(WeaponState state); private: // type of Weapon long capability; //!< what capabilities the Weapon has @see W_Capability // it is all about energy float energy; //!< The energy stored in the weapons secondary buffers (reserve) float energyLoaded; //!< The energy stored in the weapons primary buffers (firewithout reload) float energyMax; //!< The maximal energy that can be stored in the secondary buffers (reserveMax) float energyLoadedMax; //!< The maximal energy that can be stored in the primary buffers //! @todo move this to projectile float minCharge; //!< The minimal energy to be loaded onto one projectile if chargeable otherwise the power consumed by one projectile float maxCharge; //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled) //////////// // PHASES // //////////// SoundSource* soundSource; //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon) WeaponState currentState; //!< The State the weapon is in. WeaponAction requestedAction; //!< An action to try to Engage after the currentState ends. float stateDuration; //!< how long the state has taken until now. float times[WS_STATE_COUNT]; //!< Times to stay in the different States @see WeaponState. Animation3D* animation[WS_STATE_COUNT]; //!< Animations for all the States (you can say yourself on what part of the gun this animation acts). SoundBuffer* soundBuffers[WA_ACTION_COUNT]; //!< SoundBuffers for all actions @see WeaponAction. PNode emissionPoint; //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default) bool hideInactive; //!< Hides the Weapon if it is inactive bool chargeable; //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.) ClassID projectile; //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.) FastFactory* projectileFactory; //!< A factory, that produces and handles the projectiles. 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. }; #endif /* _WEAPON_H */