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