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Changes between Initial Version and Version 1 of ~archive/Weapon


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Timestamp:
Nov 27, 2007, 10:48:09 PM (17 years ago)
Author:
landauf
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  • ~archive/Weapon

    v1 v1  
     1= Weapon =
     2A Weapon is an advanced basic class for all the Weapons one can imagine: (Turrets, Rifles, Cannons, etc...)
     3
     4__Dependencies__:
     5  * WorldEntity
     6  * [wiki:Projectile Projectile]
     7
     8orxonox will support many types of weapons, and it will split them up into two main elements:
     9  1. __Weapons(/GUNS)__: They are fixed modules coppled in some way with the Ship (static or dynamic)
     10  2. __[wiki:Projectile Projectiles]__: They get emitted from Weapons/guns in the Direction and speed (and other initial values) given them by __[wiki:Weapon Weapon]__
     11
     12As you can see ''[wiki:Weapon Weapon]'' and ''[wiki:Projectile Projectile]'' will be independant from each other, projectiles only get emitted by guns in a usefull manner.
     13
     14== idea ==
     15Each ship may have one or multiple weapons.
     16Activation/Deactivation is handled over the !WeaponManager, that connects a !WeaponSystem to the ship.
     17 * '''types''': There are different types of guns:
     18   1. __uni-directionals__: They shoot in a fixed direction
     19   1. __Turrets__: Shoot in the direction of the Aim (either automatically or with the help of the Mouse/Joystick...
     20   1. __Orbiters__: Cyrcling around the ship, these guns will fire in a special way
     21 * '''States''': Weapons will cycle through different states as represented here: [[br]] http://www.orxonox.net/additionals/Weapon.png [[br]]
     22 * '''Cycles''': As you can see, there are two main cycles:
     23   1. The __Activation-Cycle__, where the Weapon gets round up and uninstalled
     24   2. The __Shoot-Cycle__, where the Weapon fires and reloads.
     25 
     26== Definition ==
     27{{{
     28#!cpp
     29 public:
     30    void requestAction(WeaponAction action);
     31
     32    inline bool isActive() const;
     33    inline bool isChargeable() const;
     34
     35    inline void setCapability(long capabilities);
     36    void setProjectileType(ClassID projectile);
     37    void prepareProjectiles(unsigned int count);
     38
     39    Projectile* getProjectile();
     40
     41    void setEmissionPoint(const Vector& point);
     42    inline const Vector& getEmissionPoint() const;
     43
     44    inline void setStateDuration(WeaponState state, float duration);
     45
     46    float increaseEnergy(float energyToAdd);
     47    inline void setMaximumEnergy(float energyMax, float energyLoadedMax);
     48
     49    void setActionSound(WeaponAction action, const char* soundFile);
     50    Animation3D* getAnimation(WeaponState state, PNode* node = NULL);
     51    Animation3D* copyAnimation(WeaponState from, WeaponState to);
     52
     53    void tickW(float dt);
     54
     55    bool check() const;
     56    void debug() const;
     57
     58 protected:
     59    virtual void activate() {};
     60    virtual void deactivate() {};
     61    virtual void charge() {};
     62    virtual void fire() {};
     63    virtual void reload() {};
     64    virtual void destroy() {};
     65}}}
     66'''Description:'''
     67 1. ''Public Functions'':
     68  * __requestAction__: A request to an action the weapon should take next (shooting reloading and so on)
     69  * __setCapability__: The capabilities this weapon has (direction, type of weapon (turret/directional))...
     70  * __setProjectileType__: The Type of Projectiles this Weapon should emit: (This automatically gets the FastFactory for the requested Projectiles).
     71  * __getProjectile__: get a Projectile of the Requested type... then you can fire it :)
     72  * __setEmissionPoint__: Where the Projectile gets emitted from
     73  * __setStateDuration __: How long a Weapon rests in a given state before going to the next one (reloading takes 2 seconds, shooting .5 seconds).
     74  * __increaseEnergy__: add more energy to the Weapon
     75  * __setActionSound__: The Sound of an executed Action (eg. fire, activate, Reload...)
     76  * __getAnimation__: Returns a new Animation for a State.
     77 2. ''Protected Functions'': These are functions you can extend, if you like to declare in some special Weapon stuff. like turning a weapon and so on.
     78
     79== Howto Create a Weapon ==
     80  1. Have a look at the Howto Process of -> WorldEntity.
     81  2. Define a Projectile
     82  3. Define some Animations
     83  4. Have a look at source:/trunk/src/world_entities/weapons/laser.h#HEAD or source:/trunk/src/world_entities/weapons/turret.h#HEAD for examples
     84  5. Maybe define your own [wiki:Projectile Projectile]