[3573] | 1 | |
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[4597] | 2 | /* |
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[3573] | 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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[4826] | 12 | ### File Specific |
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[3573] | 13 | main-programmer: Patrick Boenzli |
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[4832] | 14 | co-programmer: Benjamin Grauer |
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[4885] | 15 | |
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| 16 | 2005-07-15: Benjamin Grauer: restructurating the entire Class |
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[3573] | 17 | */ |
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| 18 | |
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[4885] | 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 20 | |
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[4828] | 21 | #include "weapon.h" |
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| 22 | |
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[4834] | 23 | #include "projectile.h" |
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| 24 | |
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[4894] | 25 | #include "class_list.h" |
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[4834] | 26 | #include "load_param.h" |
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[3573] | 27 | #include "vector.h" |
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[3620] | 28 | #include "list.h" |
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[4828] | 29 | #include "state.h" |
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[4885] | 30 | #include "animation3d.h" |
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| 31 | #include "sound_engine.h" |
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[3573] | 32 | |
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[4892] | 33 | //////////////////// |
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| 34 | // INITAILISATION // |
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| 35 | // SETTING VALUES // |
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| 36 | //////////////////// |
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[3870] | 37 | /** |
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[4885] | 38 | * standard constructor |
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| 39 | * |
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| 40 | * creates a new weapon |
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[3575] | 41 | */ |
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[4597] | 42 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
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[3620] | 43 | { |
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[4885] | 44 | this->init(); |
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[3752] | 45 | parent->addChild(this, PNODE_ALL); |
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[3881] | 46 | this->setRelCoor(coordinate); |
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| 47 | this->setRelDir(direction); |
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[3620] | 48 | } |
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[3573] | 49 | |
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[3575] | 50 | /** |
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[4885] | 51 | * standard deconstructor |
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[3575] | 52 | */ |
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[4597] | 53 | Weapon::~Weapon () |
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[3573] | 54 | { |
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[4885] | 55 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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[4894] | 56 | if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION)) //!< @todo this should check animation3D |
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[4885] | 57 | delete this->animation[i]; |
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| 58 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 59 | if (this->soundBuffers[i]) |
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| 60 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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| 61 | } |
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[4597] | 62 | |
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[4885] | 63 | /** |
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| 64 | * initializes the Weapon with ALL default values |
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| 65 | */ |
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| 66 | void Weapon::init() |
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| 67 | { |
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| 68 | this->currentState = WS_INACTIVE; |
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| 69 | this->requestedAction = WA_NONE; |
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| 70 | this->stateDuration = 0.0; |
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| 71 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 72 | { |
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| 73 | this->times[i] = 0.0; |
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| 74 | this->animation[i] = NULL; |
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| 75 | } |
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| 76 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 77 | this->soundBuffers[i] = NULL; |
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[3888] | 78 | |
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[4885] | 79 | this->soundSource = new SoundSource(this); |
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[4892] | 80 | this->emissionPoint.setParent(this); |
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[4885] | 81 | |
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| 82 | this->projectile = NULL; |
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| 83 | |
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[4906] | 84 | this->hideInactive = true; |
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| 85 | |
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[4885] | 86 | this->minCharge = 1.0; |
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| 87 | this->maxCharge = 1.0; |
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[4927] | 88 | |
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[4885] | 89 | this->energyLoaded = .0; |
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[4930] | 90 | this->energyLoadedMax = 5.0; |
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[4885] | 91 | this->energy = .0; |
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[4930] | 92 | this->energyMax = 10.0; |
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[3573] | 93 | } |
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| 94 | |
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| 95 | |
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[4891] | 96 | /** |
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[4892] | 97 | * sets the emissionPoint's relative position from the Weapon |
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| 98 | * @param point the Point relative to the mass-point of the Weapon |
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| 99 | */ |
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| 100 | void Weapon::setEmissionPoint(const Vector& point) |
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| 101 | { |
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| 102 | this->emissionPoint.setRelCoor(point); |
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| 103 | } |
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| 104 | |
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| 105 | /** |
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[4891] | 106 | * assigns a Sound-file to an action |
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| 107 | * @param action the action the sound should be assigned too |
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| 108 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 109 | */ |
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[4885] | 110 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 111 | { |
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| 112 | if (action >= WA_ACTION_COUNT) |
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| 113 | return; |
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[4930] | 114 | if (this->soundBuffers[action] != NULL) |
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| 115 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 116 | |
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[4885] | 117 | else if (soundFile != NULL) |
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| 118 | { |
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| 119 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 120 | if (this->soundBuffers[action] != NULL) |
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| 121 | { |
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| 122 | PRINTF(4)("Loaded sound %s to action %s\n", soundFile, actionToChar(action)); |
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| 123 | } |
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| 124 | else |
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| 125 | { |
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| 126 | PRINTF(4)("failed to load sound %s to %s\n", soundFile, actionToChar(action)); |
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| 127 | } |
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| 128 | } |
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| 129 | else |
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| 130 | this->soundBuffers[action] = NULL; |
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| 131 | } |
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| 132 | |
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[4893] | 133 | |
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| 134 | /** |
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[4895] | 135 | * creates/returns an Animation3D for a certain State. |
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| 136 | * @param state what State should the Animation be created/returned for |
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| 137 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 138 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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[4893] | 139 | * |
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| 140 | * This function does only generate the Animation Object, and if set it will |
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| 141 | * automatically be executed, when a certain State is reached. |
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| 142 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 143 | */ |
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[4895] | 144 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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[4893] | 145 | { |
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[4895] | 146 | if (state >= WS_STATE_COUNT) // if the state is not known |
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[4893] | 147 | return NULL; |
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| 148 | |
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[4895] | 149 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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[4893] | 150 | { |
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[4895] | 151 | if (likely(node != NULL)) |
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| 152 | return this->animation[state] = new Animation3D(node); |
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| 153 | else |
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| 154 | { |
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| 155 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 156 | return NULL; |
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| 157 | } |
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[4893] | 158 | } |
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[4895] | 159 | else |
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| 160 | return this->animation[state]; |
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[4893] | 161 | } |
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| 162 | |
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| 163 | |
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[4892] | 164 | ///////////////// |
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| 165 | // EXECUTION // |
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| 166 | // GAME ACTION // |
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| 167 | ///////////////// |
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[4597] | 168 | /** |
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[4885] | 169 | * request an action that should be executed, |
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| 170 | * @param action the next action to take |
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| 171 | * |
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| 172 | * This function must be called instead of the actions (like fire/reload...) |
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| 173 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 174 | */ |
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| 175 | void Weapon::requestAction(WeaponAction action) |
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| 176 | { |
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[4906] | 177 | if (likely(this->isActive())) |
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[4885] | 178 | { |
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[4906] | 179 | if (this->requestedAction != WA_NONE) |
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| 180 | return; |
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[4885] | 181 | printf("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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| 182 | this->requestedAction = action; |
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| 183 | } |
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[4906] | 184 | //else |
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| 185 | else if (unlikely(action == WA_ACTIVATE)) |
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| 186 | { |
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| 187 | this->currentState = WS_ACTIVATING; |
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[4926] | 188 | this->requestedAction = WA_ACTIVATE; |
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[4906] | 189 | } |
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[4885] | 190 | } |
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[3577] | 191 | |
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[4890] | 192 | /** |
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| 193 | * adds energy to the Weapon |
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| 194 | * @param energyToAdd The amount of energy |
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| 195 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 196 | */ |
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| 197 | float Weapon::increaseEnergy(float energyToAdd) |
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| 198 | { |
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| 199 | float maxAddEnergy = this->energyMax - this->energy; |
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| 200 | |
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| 201 | if (maxAddEnergy >= energyToAdd) |
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| 202 | { |
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| 203 | this->energy += energyToAdd; |
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| 204 | return 0.0; |
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| 205 | } |
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| 206 | else |
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| 207 | { |
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| 208 | this->energy += maxAddEnergy; |
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| 209 | return energyToAdd - maxAddEnergy; |
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| 210 | } |
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| 211 | } |
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| 212 | |
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[4892] | 213 | ////////////////////// |
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| 214 | // WEAPON INTERNALS // |
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| 215 | ////////////////////// |
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[4891] | 216 | /** |
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| 217 | * executes an action, and with it starts a new State. |
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| 218 | * @return true, if it worked, false otherwise |
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| 219 | * |
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| 220 | * This function checks, wheter the possibility of executing an action is valid, |
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| 221 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 222 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 223 | */ |
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[4885] | 224 | bool Weapon::execute() |
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[3583] | 225 | { |
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[4906] | 226 | #if DEBUG > 4 |
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[4885] | 227 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 228 | this->debug(); |
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[4906] | 229 | #endif |
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[4885] | 230 | |
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[4926] | 231 | WeaponAction action = this->requestedAction; |
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| 232 | this->requestedAction = WA_NONE; |
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| 233 | |
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| 234 | switch (action) |
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[4885] | 235 | { |
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| 236 | case WA_SHOOT: |
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[4894] | 237 | return this->fireW(); |
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[4885] | 238 | break; |
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| 239 | case WA_CHARGE: |
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[4894] | 240 | return this->chargeW(); |
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[4885] | 241 | break; |
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| 242 | case WA_RELOAD: |
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[4894] | 243 | return this->reloadW(); |
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[4885] | 244 | break; |
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| 245 | case WA_DEACTIVATE: |
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[4894] | 246 | return this->deactivateW(); |
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[4885] | 247 | break; |
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| 248 | case WA_ACTIVATE: |
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[4894] | 249 | return this->activateW(); |
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[4885] | 250 | break; |
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| 251 | } |
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[3583] | 252 | } |
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[3577] | 253 | |
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[4597] | 254 | /** |
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[4894] | 255 | * checks and activates the Weapon. |
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| 256 | * @return true on success. |
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[4892] | 257 | */ |
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| 258 | bool Weapon::activateW() |
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[3583] | 259 | { |
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[4926] | 260 | // if (this->currentState == WS_INACTIVE) |
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[4892] | 261 | { |
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| 262 | // play Sound |
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[4893] | 263 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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[4892] | 264 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 265 | // activate |
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[4895] | 266 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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[4892] | 267 | this->activate(); |
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[4895] | 268 | // setting up for next action |
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[4926] | 269 | this->enterState(WS_ACTIVATING); |
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[4892] | 270 | } |
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[3583] | 271 | } |
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[3577] | 272 | |
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[4597] | 273 | /** |
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[4894] | 274 | * checks and deactivates the Weapon |
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| 275 | * @return true on success. |
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[4892] | 276 | */ |
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| 277 | bool Weapon::deactivateW() |
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[3583] | 278 | { |
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[4892] | 279 | if (this->currentState != WS_INACTIVE) |
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| 280 | { |
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| 281 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 282 | // play Sound |
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| 283 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 284 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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[4926] | 285 | // deactivate |
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[4892] | 286 | this->deactivate(); |
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[4926] | 287 | this->enterState(WS_DEACTIVATING); |
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[4892] | 288 | } |
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[3583] | 289 | } |
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[3577] | 290 | |
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[4892] | 291 | /** |
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[4894] | 292 | * checks and charges the Weapon |
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| 293 | * @return true on success. |
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[4892] | 294 | */ |
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| 295 | bool Weapon::chargeW() |
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[4885] | 296 | { |
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[4892] | 297 | if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) |
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| 298 | { |
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| 299 | // playing Sound |
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| 300 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 301 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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[4893] | 302 | |
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[4892] | 303 | // charge |
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| 304 | this->charge(); |
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| 305 | // setting up for the next state |
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[4926] | 306 | this->enterState(WS_CHARGING); |
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[4892] | 307 | } |
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| 308 | else // deactivate the Weapon if we do not have enough energy |
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| 309 | { |
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| 310 | this->requestAction(WA_RELOAD); |
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| 311 | } |
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[4885] | 312 | } |
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[3573] | 313 | |
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[4892] | 314 | /** |
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[4894] | 315 | * checks and fires the Weapon |
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| 316 | * @return true on success. |
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[4892] | 317 | */ |
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| 318 | bool Weapon::fireW() |
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[3575] | 319 | { |
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[4892] | 320 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 321 | if (this->minCharge <= this->energyLoaded) |
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| 322 | { |
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| 323 | // playing Sound |
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| 324 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 325 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 326 | // fire |
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| 327 | this->fire(); |
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| 328 | this->energyLoaded -= this->minCharge; |
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| 329 | // setting up for the next state |
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[4926] | 330 | this->enterState(WS_SHOOTING); |
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[4892] | 331 | } |
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| 332 | else // reload if we still have the charge |
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| 333 | { |
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| 334 | this->requestAction(WA_RELOAD); |
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[4930] | 335 | this->execute(); |
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[4892] | 336 | } |
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| 337 | } |
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| 338 | |
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| 339 | |
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| 340 | /** |
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[4894] | 341 | * checks and Reloads the Weapon |
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| 342 | * @return true on success. |
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[4892] | 343 | */ |
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| 344 | bool Weapon::reloadW() |
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| 345 | { |
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[4885] | 346 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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[4892] | 347 | if (unlikely(this->energy + this->energyLoaded < this->minCharge)) |
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[4885] | 348 | { |
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| 349 | this->requestAction(WA_DEACTIVATE); |
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[4930] | 350 | this->execute(); |
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[4892] | 351 | return false; |
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[4885] | 352 | } |
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[3573] | 353 | |
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[4885] | 354 | float chargeSize = this->energyLoadedMax - this->energyLoaded; //!< The energy to be charged |
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[3573] | 355 | |
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[4892] | 356 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 357 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 358 | |
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[4885] | 359 | if (chargeSize > this->energy) |
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| 360 | { |
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| 361 | this->energyLoaded += this->energy; |
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| 362 | this->energy = 0.0; |
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| 363 | PRINT(3)("Energy empty"); |
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| 364 | } |
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| 365 | else |
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| 366 | { |
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| 367 | PRINTF(3)("Loaded %f energy into the Guns Buffer\n", chargeSize); |
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| 368 | this->energyLoaded += chargeSize; |
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| 369 | this->energy -= chargeSize; |
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| 370 | } |
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[4892] | 371 | this->reload(); |
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[4926] | 372 | this->enterState(WS_RELOADING); |
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| 373 | } |
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[3575] | 374 | |
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[4926] | 375 | /** |
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| 376 | * enters the requested State, plays back animations updates the timing. |
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| 377 | * @param state the state to enter. |
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| 378 | */ |
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| 379 | inline void Weapon::enterState(WeaponState state) |
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| 380 | { |
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| 381 | // playing animation if availiable |
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| 382 | if (likely(this->animation[state] != NULL)) |
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| 383 | this->animation[state]->replay(); |
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| 384 | |
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| 385 | this->stateDuration = this->times[state] + this->stateDuration; |
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| 386 | this->currentState = state; |
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[3575] | 387 | } |
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| 388 | |
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| 389 | |
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[4927] | 390 | |
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| 391 | /////////////////// |
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| 392 | // WORLD-ENTITY // |
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| 393 | // FUNCTIONALITY // |
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| 394 | /////////////////// |
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[3575] | 395 | /** |
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[4885] | 396 | * tick signal for time dependent/driven stuff |
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[3575] | 397 | */ |
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[4906] | 398 | void Weapon::tickW(float dt) |
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[4885] | 399 | { |
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[4934] | 400 | //printf("%s ", stateToChar(this->currentState)); |
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[4910] | 401 | |
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[4885] | 402 | // setting up the timing properties |
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| 403 | this->stateDuration -= dt; |
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[3575] | 404 | |
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[4885] | 405 | if (this->isActive()) |
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| 406 | { |
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[4906] | 407 | if (this->stateDuration <= 0.0) |
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[4885] | 408 | { |
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[4910] | 409 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
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| 410 | { |
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| 411 | this->currentState = WS_INACTIVE; |
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| 412 | return; |
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| 413 | } |
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| 414 | else |
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[4906] | 415 | this->currentState = WS_IDLE; |
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| 416 | |
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| 417 | if (this->requestedAction != WA_NONE) |
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| 418 | { |
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| 419 | this->stateDuration = -dt; |
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| 420 | this->execute(); |
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| 421 | } |
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[4885] | 422 | } |
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| 423 | } |
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[4906] | 424 | tick(dt); |
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[4885] | 425 | } |
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| 426 | |
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[3575] | 427 | /** |
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[4885] | 428 | * this will draw the weapon |
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[3575] | 429 | */ |
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[4885] | 430 | void Weapon::draw () |
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[3575] | 431 | {} |
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| 432 | |
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| 433 | |
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| 434 | |
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| 435 | |
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[3576] | 436 | |
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[4885] | 437 | ////////////////////// |
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| 438 | // HELPER FUNCTIONS // |
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| 439 | ////////////////////// |
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[3576] | 440 | /** |
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[4891] | 441 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
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| 442 | * |
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| 443 | */ |
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| 444 | bool Weapon::check() const |
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| 445 | { |
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| 446 | bool retVal = true; |
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| 447 | |
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| 448 | if (this->projectile == NULL) |
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| 449 | { |
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| 450 | PRINTF(2)("There was no projectile assigned to the Weapon.\n"); |
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| 451 | retVal = false; |
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| 452 | } |
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| 453 | |
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| 454 | |
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| 455 | |
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| 456 | |
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| 457 | return retVal; |
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| 458 | } |
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| 459 | |
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| 460 | /** |
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[4885] | 461 | * some nice debugging information about this Weapon |
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| 462 | */ |
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| 463 | void Weapon::debug() const |
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| 464 | { |
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| 465 | PRINT(3)("Weapon-Debug %s, state: %s, nexAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); |
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| 466 | PRINT(3)("Energy: max: %f; current: %f; loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", |
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| 467 | this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); |
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| 468 | } |
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[3575] | 469 | |
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| 470 | |
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[4885] | 471 | // static |
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| 472 | /** |
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| 473 | * Converts a String into an Action. |
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| 474 | * @param action the String input holding the Action. |
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| 475 | * @return The Action if known, WA_NONE otherwise. |
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| 476 | */ |
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| 477 | WeaponAction Weapon::charToAction(const char* action) |
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| 478 | { |
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| 479 | if (!strcmp(action, "none")) |
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| 480 | return WA_NONE; |
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| 481 | else if (!strcmp(action, "shoot")) |
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| 482 | return WA_SHOOT; |
---|
| 483 | else if (!strcmp(action, "charge")) |
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| 484 | return WA_CHARGE; |
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| 485 | else if (!strcmp(action, "reload")) |
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| 486 | return WA_RELOAD; |
---|
| 487 | else if (!strcmp(action, "acitvate")) |
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| 488 | return WA_ACTIVATE; |
---|
| 489 | else if (!strcmp(action, "deactivate")) |
---|
| 490 | return WA_DEACTIVATE; |
---|
| 491 | else if (!strcmp(action, "special1")) |
---|
| 492 | return WA_SPECIAL1; |
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| 493 | else |
---|
| 494 | { |
---|
| 495 | PRINTF(2)("action %s could not be identified.\n", action); |
---|
| 496 | return WA_NONE; |
---|
| 497 | } |
---|
| 498 | } |
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[3575] | 499 | |
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| 500 | /** |
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[4885] | 501 | * converts an action into a String |
---|
| 502 | * @param action the action to convert |
---|
| 503 | * @return a String matching the name of the action |
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| 504 | */ |
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| 505 | const char* Weapon::actionToChar(WeaponAction action) |
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| 506 | { |
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| 507 | switch (action) |
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| 508 | { |
---|
| 509 | case WA_SHOOT: |
---|
| 510 | return "shoot"; |
---|
| 511 | break; |
---|
| 512 | case WA_CHARGE: |
---|
| 513 | return "charge"; |
---|
| 514 | break; |
---|
| 515 | case WA_RELOAD: |
---|
| 516 | return "reload"; |
---|
| 517 | break; |
---|
| 518 | case WA_ACTIVATE: |
---|
| 519 | return "activate"; |
---|
| 520 | break; |
---|
| 521 | case WA_DEACTIVATE: |
---|
| 522 | return "deactivate"; |
---|
| 523 | break; |
---|
| 524 | case WA_SPECIAL1: |
---|
| 525 | return "special1"; |
---|
| 526 | break; |
---|
| 527 | default: |
---|
| 528 | return "none"; |
---|
| 529 | break; |
---|
| 530 | } |
---|
| 531 | } |
---|
[3577] | 532 | |
---|
| 533 | /** |
---|
[4885] | 534 | * Converts a String into a State. |
---|
| 535 | * @param state the String input holding the State. |
---|
| 536 | * @return The State if known, WS_NONE otherwise. |
---|
| 537 | */ |
---|
| 538 | WeaponState Weapon::charToState(const char* state) |
---|
| 539 | { |
---|
| 540 | if (!strcmp(state, "none")) |
---|
| 541 | return WS_NONE; |
---|
| 542 | else if (!strcmp(state, "shooting")) |
---|
| 543 | return WS_SHOOTING; |
---|
| 544 | else if (!strcmp(state, "charging")) |
---|
| 545 | return WS_CHARGING; |
---|
| 546 | else if (!strcmp(state, "reloading")) |
---|
| 547 | return WS_RELOADING; |
---|
| 548 | else if (!strcmp(state, "activating")) |
---|
| 549 | return WS_ACTIVATING; |
---|
| 550 | else if (!strcmp(state, "deactivating")) |
---|
| 551 | return WS_DEACTIVATING; |
---|
| 552 | else if (!strcmp(state, "inactive")) |
---|
| 553 | return WS_INACTIVE; |
---|
| 554 | else if (!strcmp(state, "idle")) |
---|
| 555 | return WS_IDLE; |
---|
| 556 | else |
---|
| 557 | { |
---|
| 558 | PRINTF(2)("state %s could not be identified.\n", state); |
---|
| 559 | return WS_NONE; |
---|
| 560 | } |
---|
| 561 | } |
---|
[3583] | 562 | |
---|
| 563 | /** |
---|
[4885] | 564 | * converts a State into a String |
---|
| 565 | * @param state the state to convert |
---|
| 566 | * @return a String matching the name of the state |
---|
| 567 | */ |
---|
| 568 | const char* Weapon::stateToChar(WeaponState state) |
---|
| 569 | { |
---|
| 570 | switch (state) |
---|
| 571 | { |
---|
| 572 | case WS_SHOOTING: |
---|
| 573 | return "shooting"; |
---|
| 574 | break; |
---|
| 575 | case WS_CHARGING: |
---|
| 576 | return "charging"; |
---|
| 577 | break; |
---|
| 578 | case WS_RELOADING: |
---|
| 579 | return "reloading"; |
---|
| 580 | break; |
---|
| 581 | case WS_ACTIVATING: |
---|
| 582 | return "activating"; |
---|
| 583 | break; |
---|
| 584 | case WS_DEACTIVATING: |
---|
| 585 | return "deactivating"; |
---|
| 586 | break; |
---|
| 587 | case WS_IDLE: |
---|
| 588 | return "idle"; |
---|
| 589 | break; |
---|
[4906] | 590 | case WS_INACTIVE: |
---|
| 591 | return "inactive"; |
---|
| 592 | break; |
---|
[4885] | 593 | default: |
---|
| 594 | return "none"; |
---|
| 595 | break; |
---|
| 596 | } |
---|
| 597 | } |
---|