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source: orxonox.OLD/branches/network/src/world_entities/weapons/weapon.cc @ 6693

Last change on this file since 6693 was 6693, checked in by patrick, 18 years ago

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[3573]1
[4597]2/*
[3573]3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
[4826]12### File Specific
[3573]13   main-programmer: Patrick Boenzli
[4832]14   co-programmer: Benjamin Grauer
[4885]15
16   2005-07-15: Benjamin Grauer: restructurating the entire Class
[3573]17*/
18
[4885]19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
[4828]21#include "weapon.h"
22
[5355]23#include "fast_factory.h"
[6434]24#include "world_entities/projectiles/projectile.h"
[4834]25
[5143]26#include "resource_manager.h"
[4894]27#include "class_list.h"
[4834]28#include "load_param.h"
[4828]29#include "state.h"
[4885]30#include "animation3d.h"
[4948]31#include "vector.h"
[3573]32
[5930]33#include "sound_source.h"
34#include "sound_buffer.h"
35
[6438]36#include "glgui_bar.h"
37
[4892]38////////////////////
39// INITAILISATION //
40// SETTING VALUES //
41////////////////////
[3870]42/**
[4885]43 * standard constructor
44 *
45 * creates a new weapon
[3575]46*/
[5750]47Weapon::Weapon ()
[3620]48{
[4885]49  this->init();
[3620]50}
[3573]51
[3575]52/**
[4885]53 * standard deconstructor
[3575]54*/
[4597]55Weapon::~Weapon ()
[3573]56{
[4885]57  for (int i = 0; i < WS_STATE_COUNT; i++)
[4894]58    if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D
[4885]59      delete this->animation[i];
60  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5302]61    if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER))
[4885]62      ResourceManager::getInstance()->unload(this->soundBuffers[i]);
[4959]63
64  if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE))
65    delete this->soundSource;
[4885]66}
[4597]67
[4885]68/**
69 * initializes the Weapon with ALL default values
[5498]70 *
71 * This Sets the default values of the Weapon
[4885]72 */
73void Weapon::init()
74{
[5498]75  this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive
76  this->requestedAction  = WA_NONE;                //< No action is requested by default
77  this->stateDuration    = 0.0;                    //< All the States have zero duration
78  for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has:
[6438]79  {
80    this->times[i] = 0.0;                        //< An infinitesimal duration
81    this->animation[i] = NULL;                   //< No animation
82  }
[4885]83  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5498]84    this->soundBuffers[i] = NULL;                  //< No Sounds
[3888]85
[5498]86  this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource.
87  this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
[4885]88
[5498]89  this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon
90  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
[4885]91
[5498]92  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
[4906]93
[5498]94  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
95  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
[4927]96
[6693]97  this->energy = 10;                               //< The secondary Buffer (before we have to reload)
[5498]98  this->energyMax = 10.0;                          //< How much energy can be carried
99  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
[6438]100
101  this->energyWidget = NULL;
[6660]102
103  // set this object to be synchronized over network
[6674]104  //this->setSynchronized(true);
[3573]105}
106
[5498]107/**
108 * loads the Parameters of a Weapon
109 * @param root the XML-Element to load the Weapons settings from
110 */
[4972]111void Weapon::loadParams(const TiXmlElement* root)
112{
[6512]113  WorldEntity::loadParams(root);
[4972]114
[5671]115  LoadParam(root, "projectile", this, Weapon, setProjectileType)
[6438]116  .describe("Sets the name of the Projectile to load onto the Entity");
[4972]117
[5671]118  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
[6438]119  .describe("Sets the Point of emission of this weapon");
[4972]120
[5671]121  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
[6438]122  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
[4972]123
[5671]124  LoadParam(root, "action-sound", this, Weapon, setActionSound)
[6438]125  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
[4972]126}
127
[4947]128/**
129 * sets the Projectile to use for this weapon.
130 * @param projectile The ID of the Projectile to use
[4950]131 * @returns true, if it was sucessfull, false on error
[4947]132 *
[5498]133 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
134 * What it does, is telling the Weapon what Projectiles it can Emit.
[4947]135 */
[5356]136void Weapon::setProjectileType(ClassID projectile)
[4947]137{
138  if (projectile == CL_NULL)
[4972]139    return;
[4947]140  this->projectile = projectile;
141  this->projectileFactory = FastFactory::searchFastFactory(projectile);
142  if (this->projectileFactory == NULL)
[4979]143  {
144    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
[4972]145    return;
[4979]146  }
[4948]147  else
148  {
149    // grabbing Parameters from the Projectile to have them at hand here.
150    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
[6431]151    this->minCharge = pj->getMinEnergy();
152    this->maxCharge = pj->getMaxEnergy();
[4948]153    this->chargeable = pj->isChageable();
[4979]154    this->projectileFactory->kill(pj);
[4948]155  }
[4979]156}
[3573]157
[4891]158/**
[4950]159 * @see bool Weapon::setProjectile(ClassID projectile)
160 * @param projectile the Name of the Projectile.
161 */
[5356]162void Weapon::setProjectileType(const char* projectile)
[4950]163{
164  if (projectile == NULL)
[4972]165    return;
[4950]166  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
167  if (tmpFac != NULL)
168  {
[5356]169    this->setProjectileType(tmpFac->getStoredID());
[4950]170  }
[4972]171  else
172  {
[5356]173    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName());
[4972]174  }
[4950]175}
176
177/**
[5356]178 * prepares Projectiles of the Weapon
[5498]179 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
[5356]180 */
181void Weapon::prepareProjectiles(unsigned int count)
182{
[5357]183  if (likely(this->projectileFactory != NULL))
[5356]184    projectileFactory->prepare(count);
185  else
[5357]186    PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName());
[5356]187}
188
189/**
190 * resurects and returns a Projectile
[5498]191 * @returns a Projectile on success, NULL on error
192 *
193 * errors: 1. (ProjectileFastFactory not Found)
194 *         2. No more Projectiles availiable.
[5356]195 */
196Projectile* Weapon::getProjectile()
197{
[5357]198  if (likely (this->projectileFactory != NULL))
[6142]199  {
200    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
201    pj->toList((OM_LIST)(this->getOMListNumber()+1));
202    return pj;
203  }
[5356]204  else
205  {
[5498]206    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName());
[5356]207    return NULL;
208  }
209}
210
211
212/**
[4892]213 * sets the emissionPoint's relative position from the Weapon
214 * @param point the Point relative to the mass-point of the Weapon
215 */
216void Weapon::setEmissionPoint(const Vector& point)
217{
218  this->emissionPoint.setRelCoor(point);
219}
220
221/**
[4891]222 * assigns a Sound-file to an action
223 * @param action the action the sound should be assigned too
224 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
225 */
[4885]226void Weapon::setActionSound(WeaponAction action, const char* soundFile)
227{
228  if (action >= WA_ACTION_COUNT)
229    return;
[4930]230  if (this->soundBuffers[action] != NULL)
231    ResourceManager::getInstance()->unload(this->soundBuffers[action]);
232
[4885]233  else if (soundFile != NULL)
234  {
235    this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
236    if (this->soundBuffers[action] != NULL)
237    {
[4967]238      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action));
[4885]239    }
240    else
241    {
[5041]242      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action));
[4885]243    }
244  }
245  else
246    this->soundBuffers[action] = NULL;
247}
248
[4893]249/**
[4895]250 * creates/returns an Animation3D for a certain State.
251 * @param state what State should the Animation be created/returned for
252 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
253 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
[4893]254 *
255 * This function does only generate the Animation Object, and if set it will
256 * automatically be executed, when a certain State is reached.
257 * What this does not do, is set keyframes, you have to operate on the returned animation.
258 */
[4895]259Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
[4893]260{
[4895]261  if (state >= WS_STATE_COUNT) // if the state is not known
[4893]262    return NULL;
263
[4895]264  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
[4893]265  {
[4895]266    if (likely(node != NULL))
267      return this->animation[state] = new Animation3D(node);
268    else
269    {
270      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
271      return NULL;
272    }
[4893]273  }
[4895]274  else
275    return this->animation[state];
[4893]276}
277
[6438]278GLGuiWidget* Weapon::getEnergyWidget()
279{
280  if (this->energyWidget == NULL)
281  {
282    this->energyWidget = new GLGuiBar;
283    this->energyWidget->setSize2D( 20, 100);
284    this->energyWidget->setMaximum(this->getEnergyMax());
285    this->energyWidget->setValue(this->getEnergy());
286  }
287  return this->energyWidget;
288}
289
290void Weapon::updateWidgets()
291{
292  if (this->energyWidget != NULL)
293  {
294    this->energyWidget->setMaximum(this->energyMax);
295    this->energyWidget->setValue(this->energy);
296  }
297}
298
[4892]299/////////////////
300//  EXECUTION  //
301// GAME ACTION //
302/////////////////
[4597]303/**
[4885]304 * request an action that should be executed,
305 * @param action the next action to take
306 *
307 * This function must be called instead of the actions (like fire/reload...)
308 * to make all the checks needed to have a usefull WeaponSystem.
309 */
310void Weapon::requestAction(WeaponAction action)
311{
[4906]312  if (likely(this->isActive()))
[4885]313  {
[4906]314    if (this->requestedAction != WA_NONE)
315      return;
[5041]316    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
[4885]317    this->requestedAction = action;
318  }
[4906]319  //else
320  else if (unlikely(action == WA_ACTIVATE))
321  {
322    this->currentState = WS_ACTIVATING;
[4926]323    this->requestedAction = WA_ACTIVATE;
[4906]324  }
[4885]325}
[3577]326
[4890]327/**
328 * adds energy to the Weapon
329 * @param energyToAdd The amount of energy
330 * @returns the amount of energy we did not pick up, because the weapon is already full
331 */
332float Weapon::increaseEnergy(float energyToAdd)
333{
334  float maxAddEnergy = this->energyMax - this->energy;
335
336  if (maxAddEnergy >= energyToAdd)
337  {
338    this->energy += energyToAdd;
339    return 0.0;
340  }
341  else
342  {
343    this->energy += maxAddEnergy;
344    return energyToAdd - maxAddEnergy;
345  }
346}
347
[5498]348////////////////////////////////////////////////////////////
349// WEAPON INTERNALS                                       //
350// These are functions, that no other Weapon should over- //
351// write. No class has direct Access to them, as it is    //
352// quite a complicated process, handling a Weapon from    //
353// the outside                                            //
354////////////////////////////////////////////////////////////
[4891]355/**
356 * executes an action, and with it starts a new State.
357 * @return true, if it worked, false otherwise
358 *
359 * This function checks, wheter the possibility of executing an action is valid,
360 * and does all the necessary stuff, to execute them. If an action does not succeed,
361 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
362 */
[4885]363bool Weapon::execute()
[3583]364{
[4906]365#if DEBUG > 4
[4885]366  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
367  this->debug();
[4906]368#endif
[4885]369
[4926]370  WeaponAction action = this->requestedAction;
371  this->requestedAction = WA_NONE;
372
373  switch (action)
[4885]374  {
[6693]375  case WA_SHOOT:
376    return this->fireW();
377    break;
378  case WA_CHARGE:
379    return this->chargeW();
380    break;
381  case WA_RELOAD:
382    return this->reloadW();
383    break;
384  case WA_DEACTIVATE:
385    return this->deactivateW();
386    break;
387  case WA_ACTIVATE:
388    return this->activateW();
389    break;
[4885]390  }
[3583]391}
[3577]392
[4597]393/**
[4894]394 * checks and activates the Weapon.
395 * @return true on success.
[4892]396 */
397bool Weapon::activateW()
[3583]398{
[6438]399  //  if (this->currentState == WS_INACTIVE)
[4892]400  {
[6433]401    // play Sound
[4893]402    if (likely(this->soundBuffers[WA_ACTIVATE] != NULL))
[4892]403      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
[6444]404    this->updateWidgets();
[6438]405    // activate
[4895]406    PRINTF(4)("Activating the Weapon %s\n", this->getName());
[4892]407    this->activate();
[4895]408    // setting up for next action
[4926]409    this->enterState(WS_ACTIVATING);
[4892]410  }
[3583]411}
[3577]412
[4597]413/**
[4894]414 * checks and deactivates the Weapon
415 * @return true on success.
[4892]416 */
417bool Weapon::deactivateW()
[3583]418{
[6438]419  //  if (this->currentState != WS_INACTIVE)
[4892]420  {
421    PRINTF(4)("Deactivating the Weapon %s\n", this->getName());
[6438]422    // play Sound
[4892]423    if (this->soundBuffers[WA_DEACTIVATE] != NULL)
424      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
[4926]425    // deactivate
[4892]426    this->deactivate();
[4926]427    this->enterState(WS_DEACTIVATING);
[4892]428  }
[3583]429}
[3577]430
[4892]431/**
[4894]432 * checks and charges the Weapon
433 * @return true on success.
[4892]434 */
435bool Weapon::chargeW()
[4885]436{
[6693]437  if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge)
[4892]438  {
[6438]439    // playing Sound
[4892]440    if (this->soundBuffers[WA_CHARGE] != NULL)
441      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
[4893]442
[6438]443    // charge
[4892]444    this->charge();
[6438]445    // setting up for the next state
[4926]446    this->enterState(WS_CHARGING);
[4892]447  }
448  else // deactivate the Weapon if we do not have enough energy
449  {
450    this->requestAction(WA_RELOAD);
451  }
[4885]452}
[3573]453
[4892]454/**
[4894]455 * checks and fires the Weapon
456 * @return true on success.
[4892]457 */
458bool Weapon::fireW()
[3575]459{
[6438]460  //if (likely(this->currentState != WS_INACTIVE))
[6693]461  if (this->minCharge <= this->energy)
[4892]462  {
[6438]463    // playing Sound
[4892]464    if (this->soundBuffers[WA_SHOOT] != NULL)
465      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
[6444]466    this->updateWidgets();
[6438]467    // fire
[6693]468    this->energy -= this->minCharge;
[4892]469    this->fire();
[6438]470    // setting up for the next state
[4926]471    this->enterState(WS_SHOOTING);
[4892]472  }
473  else  // reload if we still have the charge
474  {
475    this->requestAction(WA_RELOAD);
[4930]476    this->execute();
[4892]477  }
478}
479
480/**
[4894]481 * checks and Reloads the Weapon
482 * @return true on success.
[4892]483 */
484bool Weapon::reloadW()
485{
[4885]486  PRINTF(4)("Reloading Weapon %s\n", this->getName());
[6693]487  if (this->ammoContainer.get() != NULL &&
488        unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
[4885]489  {
490    this->requestAction(WA_DEACTIVATE);
[4930]491    this->execute();
[4892]492    return false;
[4885]493  }
[3573]494
495
[4892]496  if (this->soundBuffers[WA_RELOAD] != NULL)
497    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
498
[6693]499  if (this->ammoContainer.get() != NULL)
500    this->ammoContainer->fillWeapon(this);
[4885]501  else
502  {
[6693]503    this->energy = this->energyMax;
[4885]504  }
[6444]505  this->updateWidgets();
[4892]506  this->reload();
[4926]507  this->enterState(WS_RELOADING);
508}
[3575]509
[4926]510/**
511 * enters the requested State, plays back animations updates the timing.
512 * @param state the state to enter.
513 */
514inline void Weapon::enterState(WeaponState state)
515{
[5041]516  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
[4926]517  // playing animation if availiable
518  if (likely(this->animation[state] != NULL))
519    this->animation[state]->replay();
520
521  this->stateDuration = this->times[state] + this->stateDuration;
522  this->currentState = state;
[3575]523}
524
[4927]525///////////////////
526//  WORLD-ENTITY //
527// FUNCTIONALITY //
528///////////////////
[3575]529/**
[4885]530 * tick signal for time dependent/driven stuff
[3575]531*/
[6439]532void Weapon::tickW(float dt)
[4885]533{
[4934]534  //printf("%s ", stateToChar(this->currentState));
[4910]535
[4885]536  // setting up the timing properties
537  this->stateDuration -= dt;
[3575]538
[4949]539  if (this->stateDuration <= 0.0)
[4885]540  {
[4949]541    if (unlikely (this->currentState == WS_DEACTIVATING))
[4885]542    {
[4949]543      this->currentState = WS_INACTIVE;
544      return;
545    }
546    else
547      this->currentState = WS_IDLE;
[4906]548
[4949]549    if (this->requestedAction != WA_NONE)
550    {
551      this->stateDuration = -dt;
552      this->execute();
[4885]553    }
554  }
[6439]555  tick(dt);
[4885]556}
557
[3575]558
559
560
[4885]561//////////////////////
562// HELPER FUNCTIONS //
563//////////////////////
[3576]564/**
[4891]565 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
[5498]566 * @todo IMPLEMENT the Weapons Check
[4891]567 */
568bool Weapon::check() const
569{
570  bool retVal = true;
571
[6438]572  //  if (this->projectile == NULL)
[4891]573  {
[5041]574    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
[4891]575    retVal = false;
576  }
577
578
579
580
581  return retVal;
582}
583
584/**
[4885]585 * some nice debugging information about this Weapon
586 */
587void Weapon::debug() const
588{
[6433]589  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
[6693]590  PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n",
591           this->energyMax, this->energy, this->minCharge, this->maxCharge);
[4967]592
593
[4885]594}
[3575]595
[5498]596////////////////////////////////////////////////////////
597// static Definitions (transormators for readability) //
598////////////////////////////////////////////////////////
[4885]599/**
600 * Converts a String into an Action.
601 * @param action the String input holding the Action.
602 * @return The Action if known, WA_NONE otherwise.
603 */
604WeaponAction Weapon::charToAction(const char* action)
605{
606  if (!strcmp(action, "none"))
607    return WA_NONE;
608  else if (!strcmp(action, "shoot"))
609    return WA_SHOOT;
610  else if (!strcmp(action, "charge"))
611    return WA_CHARGE;
612  else if (!strcmp(action, "reload"))
613    return WA_RELOAD;
614  else if (!strcmp(action, "acitvate"))
615    return WA_ACTIVATE;
616  else if (!strcmp(action, "deactivate"))
617    return WA_DEACTIVATE;
618  else if (!strcmp(action, "special1"))
619    return WA_SPECIAL1;
620  else
[6438]621  {
622    PRINTF(2)("action %s could not be identified.\n", action);
623    return WA_NONE;
624  }
[4885]625}
[3575]626
627/**
[4885]628 * converts an action into a String
629 * @param action the action to convert
630 * @return a String matching the name of the action
631 */
632const char* Weapon::actionToChar(WeaponAction action)
633{
634  switch (action)
635  {
[6693]636  case WA_SHOOT:
637    return "shoot";
638    break;
639  case WA_CHARGE:
640    return "charge";
641    break;
642  case WA_RELOAD:
643    return "reload";
644    break;
645  case WA_ACTIVATE:
646    return "activate";
647    break;
648  case WA_DEACTIVATE:
649    return "deactivate";
650    break;
651  case WA_SPECIAL1:
652    return "special1";
653    break;
654  default:
655    return "none";
656    break;
[4885]657  }
658}
[3577]659
660/**
[4885]661 * Converts a String into a State.
662 * @param state the String input holding the State.
663 * @return The State if known, WS_NONE otherwise.
664 */
665WeaponState Weapon::charToState(const char* state)
666{
667  if (!strcmp(state, "none"))
668    return WS_NONE;
669  else if (!strcmp(state, "shooting"))
670    return WS_SHOOTING;
671  else if (!strcmp(state, "charging"))
672    return WS_CHARGING;
673  else if (!strcmp(state, "reloading"))
674    return WS_RELOADING;
675  else if (!strcmp(state, "activating"))
676    return WS_ACTIVATING;
677  else if (!strcmp(state, "deactivating"))
678    return WS_DEACTIVATING;
679  else if (!strcmp(state, "inactive"))
680    return WS_INACTIVE;
681  else if (!strcmp(state, "idle"))
682    return WS_IDLE;
683  else
[6438]684  {
685    PRINTF(2)("state %s could not be identified.\n", state);
686    return WS_NONE;
687  }
[4885]688}
[3583]689
690/**
[4885]691 * converts a State into a String
692 * @param state the state to convert
693 * @return a String matching the name of the state
694 */
695const char* Weapon::stateToChar(WeaponState state)
696{
697  switch (state)
698  {
[6693]699  case WS_SHOOTING:
700    return "shooting";
701    break;
702  case WS_CHARGING:
703    return "charging";
704    break;
705  case WS_RELOADING:
706    return "reloading";
707    break;
708  case WS_ACTIVATING:
709    return "activating";
710    break;
711  case WS_DEACTIVATING:
712    return "deactivating";
713    break;
714  case WS_IDLE:
715    return "idle";
716    break;
717  case WS_INACTIVE:
718    return "inactive";
719    break;
720  default:
721    return "none";
722    break;
[4885]723  }
724}
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