1 | |
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2 | /* |
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3 | orxonox - the future of 3D-vertical-scrollers |
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4 | |
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5 | Copyright (C) 2004 orx |
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6 | |
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7 | This program is free software; you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation; either version 2, or (at your option) |
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10 | any later version. |
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11 | |
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12 | ### File Specific |
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13 | main-programmer: Patrick Boenzli |
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14 | co-programmer: Benjamin Grauer |
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15 | */ |
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16 | |
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17 | #include "weapon.h" |
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18 | |
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19 | #include "projectile.h" |
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20 | |
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21 | #include "load_param.h" |
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22 | #include "vector.h" |
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23 | #include "list.h" |
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24 | #include "state.h" |
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25 | |
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26 | /** |
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27 | * standard constructor |
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28 | * |
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29 | * creates a new weapon |
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30 | */ |
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31 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
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32 | { |
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33 | this->init(); |
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34 | parent->addChild(this, PNODE_ALL); |
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35 | this->setRelCoor(coordinate); |
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36 | this->setRelDir(direction); |
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37 | } |
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38 | |
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39 | /** |
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40 | * standard deconstructor |
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41 | */ |
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42 | Weapon::~Weapon () |
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43 | { |
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44 | // model will be deleted from WorldEntity-destructor |
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45 | //this->worldEntities = NULL; |
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46 | |
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47 | /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ |
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48 | |
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49 | /* all animations are deleted via the animation player*/ |
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50 | } |
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51 | |
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52 | void Weapon::init() |
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53 | { |
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54 | this->currentState = WS_INACTIVE; |
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55 | this->stateTime = 0.0; |
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56 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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57 | { |
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58 | this->times[i] = 0.0; |
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59 | this->animation[i] = NULL; |
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60 | } |
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61 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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62 | this->soundBuffers[i] = NULL; |
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63 | |
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64 | this->weaponSource = NULL; |
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65 | this->minCharge; |
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66 | this->maxCharge; |
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67 | |
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68 | this->active = false; |
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69 | this->projectile = NULL; |
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70 | } |
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71 | |
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72 | /** |
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73 | * sets a new projectile to the weapon |
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74 | * @param new projectile for this weapon |
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75 | * |
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76 | * weapon an projectile are independent, so you can combine them as you want |
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77 | */ |
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78 | void Weapon::setProjectile(Projectile* projectile) |
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79 | { |
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80 | this->projectile = projectile; |
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81 | } |
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82 | |
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83 | |
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84 | /** |
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85 | * sets a new projectile to the weapon |
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86 | * @returns the current projectile of this weapon |
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87 | * |
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88 | * weapon an projectile are independent, so you can combine them as you want |
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89 | */ |
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90 | Projectile* Weapon::getProjectile() |
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91 | { |
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92 | return this->projectile; |
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93 | } |
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94 | |
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95 | |
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96 | /** |
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97 | * this activates the weapon |
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98 | * |
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99 | * This is needed, since there can be more than one weapon on a ship. the |
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100 | * activation can be connected with an animation. for example the weapon is |
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101 | * been armed out. |
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102 | */ |
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103 | void Weapon::activate() |
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104 | {} |
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105 | |
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106 | |
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107 | /** |
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108 | * this deactivates the weapon |
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109 | * |
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110 | * This is needed, since there can be more than one weapon on a ship. the |
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111 | * activation can be connected with an animation. for example the weapon is |
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112 | * been armed out. |
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113 | */ |
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114 | void Weapon::deactivate() |
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115 | {} |
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116 | |
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117 | /** |
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118 | * is called, when the weapon gets hit (=collide with something) |
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119 | * @param from which entity it is been hit |
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120 | * @param where it is been hit |
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121 | * |
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122 | * this may not be used, since it would make the game relay complicated when one |
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123 | * can destroy the weapons of enemies or vice versa. |
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124 | */ |
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125 | void Weapon::hit (WorldEntity* entity, const Vector& position) |
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126 | {} |
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127 | |
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128 | |
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129 | /** |
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130 | * is called, when the weapon is destroyed |
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131 | * |
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132 | * this is in conjunction with the hit function, so when a weapon is able to get |
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133 | * hit, it can also be destoryed. |
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134 | */ |
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135 | void Weapon::destroy () |
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136 | {} |
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137 | |
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138 | |
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139 | /** |
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140 | * tick signal for time dependent/driven stuff |
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141 | */ |
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142 | void Weapon::tick (float time) |
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143 | {} |
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144 | |
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145 | /** |
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146 | * this will draw the weapon |
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147 | */ |
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148 | void Weapon::draw () |
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149 | {} |
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150 | |
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151 | |
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152 | |
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153 | |
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154 | |
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155 | /** |
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156 | * Converts a String into an Action. |
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157 | * @param action the String input holding the Action. |
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158 | * @return The Action if known, WA_NONE otherwise. |
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159 | */ |
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160 | WeaponAction Weapon::charToAction(const char* action) |
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161 | { |
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162 | if (!strcmp(action, "none")) |
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163 | return WA_NONE; |
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164 | else if (!strcmp(action, "shoot")) |
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165 | return WA_SHOOT; |
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166 | else if (!strcmp(action, "charge")) |
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167 | return WA_CHARGE; |
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168 | else if (!strcmp(action, "reload")) |
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169 | return WA_RELOAD; |
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170 | else if (!strcmp(action, "acitvate")) |
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171 | return WA_ACTIVATE; |
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172 | else if (!strcmp(action, "deactivate")) |
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173 | return WA_DEACTIVATE; |
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174 | else if (!strcmp(action, "special1")) |
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175 | return WA_SPECIAL1; |
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176 | else |
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177 | { |
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178 | PRINTF(2)("action %s could not be identified.\n", action); |
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179 | return WA_NONE; |
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180 | } |
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181 | } |
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182 | |
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183 | /** |
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184 | * Converts a String into a State. |
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185 | * @param state the String input holding the State. |
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186 | * @return The State if known, WS_NONE otherwise. |
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187 | */ |
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188 | WeaponState Weapon::charToState(const char* state) |
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189 | { |
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190 | if (!strcmp(state, "none")) |
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191 | return WS_NONE; |
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192 | else if (!strcmp(state, "shooting")) |
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193 | return WS_SHOOTING; |
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194 | else if (!strcmp(state, "reloading")) |
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195 | return WS_RELOADING; |
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196 | else if (!strcmp(state, "activating")) |
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197 | return WS_ACTIVATING; |
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198 | else if (!strcmp(state, "deactivating")) |
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199 | return WS_DEACTIVATING; |
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200 | else if (!strcmp(state, "inactive")) |
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201 | return WS_INACTIVE; |
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202 | else if (!strcmp(state, "idle")) |
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203 | return WS_IDLE; |
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204 | else |
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205 | { |
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206 | PRINTF(2)("state %s could not be identified.\n", state); |
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207 | return WS_NONE; |
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208 | } |
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209 | } |
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210 | |
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