[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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[4828] | 27 | #include "state.h" |
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[4948] | 28 | #include "sound_engine.h" |
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[4885] | 29 | #include "animation3d.h" |
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[4948] | 30 | #include "vector.h" |
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[3573] | 31 | |
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[4892] | 32 | //////////////////// |
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| 33 | // INITAILISATION // |
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| 34 | // SETTING VALUES // |
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| 35 | //////////////////// |
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[3870] | 36 | /** |
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[4885] | 37 | * standard constructor |
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| 38 | * |
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| 39 | * creates a new weapon |
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[3575] | 40 | */ |
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[4955] | 41 | Weapon::Weapon (WeaponManager* weaponManager) |
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[3620] | 42 | { |
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[4885] | 43 | this->init(); |
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[4955] | 44 | this->setWeaponManager(weaponManager); |
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[3620] | 45 | } |
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[3573] | 46 | |
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[3575] | 47 | /** |
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[4885] | 48 | * standard deconstructor |
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[3575] | 49 | */ |
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[4597] | 50 | Weapon::~Weapon () |
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[3573] | 51 | { |
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[4885] | 52 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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[4894] | 53 | if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION)) //!< @todo this should check animation3D |
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[4885] | 54 | delete this->animation[i]; |
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| 55 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 56 | if (this->soundBuffers[i]) |
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| 57 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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[4959] | 58 | |
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| 59 | if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) |
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| 60 | delete this->soundSource; |
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[4885] | 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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[4947] | 82 | this->projectile = CL_NULL; |
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| 83 | this->projectileFactory = NULL; |
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[4885] | 84 | |
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[4906] | 85 | this->hideInactive = true; |
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| 86 | |
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[4885] | 87 | this->minCharge = 1.0; |
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| 88 | this->maxCharge = 1.0; |
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[4927] | 89 | |
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[4885] | 90 | this->energyLoaded = .0; |
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[4930] | 91 | this->energyLoadedMax = 5.0; |
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[4885] | 92 | this->energy = .0; |
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[4930] | 93 | this->energyMax = 10.0; |
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[4955] | 94 | |
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| 95 | this->setWeaponManager(NULL); |
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[3573] | 96 | } |
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| 97 | |
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[4947] | 98 | /** |
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| 99 | * sets the Projectile to use for this weapon. |
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| 100 | * @param projectile The ID of the Projectile to use |
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[4950] | 101 | * @returns true, if it was sucessfull, false on error |
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[4947] | 102 | * |
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| 103 | * be aware, that this function does not create Factories, as this is job of Bullet-classes. |
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| 104 | */ |
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| 105 | bool Weapon::setProjectile(ClassID projectile) |
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| 106 | { |
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| 107 | if (projectile == CL_NULL) |
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| 108 | return false; |
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| 109 | this->projectile = projectile; |
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| 110 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 111 | if (this->projectileFactory == NULL) |
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| 112 | return false; |
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[4948] | 113 | else |
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| 114 | { |
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| 115 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 116 | this->projectileFactory->prepare(1); |
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| 117 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 118 | this->minCharge = pj->getEnergyMin(); |
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| 119 | this->maxCharge = pj->getEnergyMax(); |
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| 120 | this->chargeable = pj->isChageable(); |
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| 121 | } |
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[4947] | 122 | }; |
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[3573] | 123 | |
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[4891] | 124 | /** |
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[4950] | 125 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 126 | * @param projectile the Name of the Projectile. |
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| 127 | * @return true if |
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| 128 | */ |
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| 129 | bool Weapon::setProjectile(const char* projectile) |
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| 130 | { |
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| 131 | if (projectile == NULL) |
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| 132 | return false; |
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| 133 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 134 | if (tmpFac != NULL) |
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| 135 | { |
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| 136 | this->setProjectile(tmpFac->getStoredID()); |
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| 137 | } |
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| 138 | } |
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| 139 | |
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| 140 | /** |
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[4892] | 141 | * sets the emissionPoint's relative position from the Weapon |
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| 142 | * @param point the Point relative to the mass-point of the Weapon |
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| 143 | */ |
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| 144 | void Weapon::setEmissionPoint(const Vector& point) |
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| 145 | { |
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| 146 | this->emissionPoint.setRelCoor(point); |
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| 147 | } |
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| 148 | |
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| 149 | /** |
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[4891] | 150 | * assigns a Sound-file to an action |
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| 151 | * @param action the action the sound should be assigned too |
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| 152 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 153 | */ |
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[4885] | 154 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 155 | { |
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| 156 | if (action >= WA_ACTION_COUNT) |
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| 157 | return; |
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[4930] | 158 | if (this->soundBuffers[action] != NULL) |
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| 159 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 160 | |
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[4885] | 161 | else if (soundFile != NULL) |
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| 162 | { |
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| 163 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 164 | if (this->soundBuffers[action] != NULL) |
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| 165 | { |
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| 166 | PRINTF(4)("Loaded sound %s to action %s\n", soundFile, actionToChar(action)); |
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| 167 | } |
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| 168 | else |
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| 169 | { |
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| 170 | PRINTF(4)("failed to load sound %s to %s\n", soundFile, actionToChar(action)); |
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| 171 | } |
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| 172 | } |
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| 173 | else |
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| 174 | this->soundBuffers[action] = NULL; |
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| 175 | } |
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| 176 | |
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[4893] | 177 | |
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| 178 | /** |
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[4895] | 179 | * creates/returns an Animation3D for a certain State. |
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| 180 | * @param state what State should the Animation be created/returned for |
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| 181 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 182 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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[4893] | 183 | * |
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| 184 | * This function does only generate the Animation Object, and if set it will |
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| 185 | * automatically be executed, when a certain State is reached. |
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| 186 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 187 | */ |
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[4895] | 188 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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[4893] | 189 | { |
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[4895] | 190 | if (state >= WS_STATE_COUNT) // if the state is not known |
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[4893] | 191 | return NULL; |
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| 192 | |
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[4895] | 193 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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[4893] | 194 | { |
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[4895] | 195 | if (likely(node != NULL)) |
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| 196 | return this->animation[state] = new Animation3D(node); |
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| 197 | else |
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| 198 | { |
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| 199 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 200 | return NULL; |
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| 201 | } |
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[4893] | 202 | } |
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[4895] | 203 | else |
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| 204 | return this->animation[state]; |
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[4893] | 205 | } |
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| 206 | |
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| 207 | |
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[4892] | 208 | ///////////////// |
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| 209 | // EXECUTION // |
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| 210 | // GAME ACTION // |
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| 211 | ///////////////// |
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[4597] | 212 | /** |
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[4885] | 213 | * request an action that should be executed, |
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| 214 | * @param action the next action to take |
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| 215 | * |
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| 216 | * This function must be called instead of the actions (like fire/reload...) |
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| 217 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 218 | */ |
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| 219 | void Weapon::requestAction(WeaponAction action) |
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| 220 | { |
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[4906] | 221 | if (likely(this->isActive())) |
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[4885] | 222 | { |
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[4906] | 223 | if (this->requestedAction != WA_NONE) |
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| 224 | return; |
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[4885] | 225 | printf("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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| 226 | this->requestedAction = action; |
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| 227 | } |
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[4906] | 228 | //else |
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| 229 | else if (unlikely(action == WA_ACTIVATE)) |
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| 230 | { |
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| 231 | this->currentState = WS_ACTIVATING; |
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[4926] | 232 | this->requestedAction = WA_ACTIVATE; |
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[4906] | 233 | } |
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[4885] | 234 | } |
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[3577] | 235 | |
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[4890] | 236 | /** |
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| 237 | * adds energy to the Weapon |
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| 238 | * @param energyToAdd The amount of energy |
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| 239 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 240 | */ |
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| 241 | float Weapon::increaseEnergy(float energyToAdd) |
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| 242 | { |
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| 243 | float maxAddEnergy = this->energyMax - this->energy; |
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| 244 | |
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| 245 | if (maxAddEnergy >= energyToAdd) |
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| 246 | { |
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| 247 | this->energy += energyToAdd; |
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| 248 | return 0.0; |
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| 249 | } |
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| 250 | else |
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| 251 | { |
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| 252 | this->energy += maxAddEnergy; |
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| 253 | return energyToAdd - maxAddEnergy; |
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| 254 | } |
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| 255 | } |
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| 256 | |
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[4892] | 257 | ////////////////////// |
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| 258 | // WEAPON INTERNALS // |
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| 259 | ////////////////////// |
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[4891] | 260 | /** |
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| 261 | * executes an action, and with it starts a new State. |
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| 262 | * @return true, if it worked, false otherwise |
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| 263 | * |
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| 264 | * This function checks, wheter the possibility of executing an action is valid, |
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| 265 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 266 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 267 | */ |
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[4885] | 268 | bool Weapon::execute() |
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[3583] | 269 | { |
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[4906] | 270 | #if DEBUG > 4 |
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[4885] | 271 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 272 | this->debug(); |
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[4906] | 273 | #endif |
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[4885] | 274 | |
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[4926] | 275 | WeaponAction action = this->requestedAction; |
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| 276 | this->requestedAction = WA_NONE; |
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| 277 | |
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| 278 | switch (action) |
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[4885] | 279 | { |
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| 280 | case WA_SHOOT: |
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[4894] | 281 | return this->fireW(); |
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[4885] | 282 | break; |
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| 283 | case WA_CHARGE: |
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[4894] | 284 | return this->chargeW(); |
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[4885] | 285 | break; |
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| 286 | case WA_RELOAD: |
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[4894] | 287 | return this->reloadW(); |
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[4885] | 288 | break; |
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| 289 | case WA_DEACTIVATE: |
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[4894] | 290 | return this->deactivateW(); |
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[4885] | 291 | break; |
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| 292 | case WA_ACTIVATE: |
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[4894] | 293 | return this->activateW(); |
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[4885] | 294 | break; |
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| 295 | } |
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[3583] | 296 | } |
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[3577] | 297 | |
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[4597] | 298 | /** |
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[4894] | 299 | * checks and activates the Weapon. |
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| 300 | * @return true on success. |
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[4892] | 301 | */ |
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| 302 | bool Weapon::activateW() |
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[3583] | 303 | { |
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[4926] | 304 | // if (this->currentState == WS_INACTIVE) |
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[4892] | 305 | { |
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| 306 | // play Sound |
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[4893] | 307 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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[4892] | 308 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 309 | // activate |
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[4895] | 310 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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[4892] | 311 | this->activate(); |
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[4895] | 312 | // setting up for next action |
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[4926] | 313 | this->enterState(WS_ACTIVATING); |
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[4892] | 314 | } |
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[3583] | 315 | } |
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[3577] | 316 | |
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[4597] | 317 | /** |
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[4894] | 318 | * checks and deactivates the Weapon |
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| 319 | * @return true on success. |
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[4892] | 320 | */ |
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| 321 | bool Weapon::deactivateW() |
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[3583] | 322 | { |
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[4949] | 323 | // if (this->currentState != WS_INACTIVE) |
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[4892] | 324 | { |
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| 325 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 326 | // play Sound |
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| 327 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 328 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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[4926] | 329 | // deactivate |
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[4892] | 330 | this->deactivate(); |
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[4926] | 331 | this->enterState(WS_DEACTIVATING); |
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[4892] | 332 | } |
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[3583] | 333 | } |
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[3577] | 334 | |
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[4892] | 335 | /** |
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[4894] | 336 | * checks and charges the Weapon |
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| 337 | * @return true on success. |
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[4892] | 338 | */ |
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| 339 | bool Weapon::chargeW() |
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[4885] | 340 | { |
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[4892] | 341 | if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) |
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| 342 | { |
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| 343 | // playing Sound |
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| 344 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 345 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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[4893] | 346 | |
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[4892] | 347 | // charge |
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| 348 | this->charge(); |
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| 349 | // setting up for the next state |
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[4926] | 350 | this->enterState(WS_CHARGING); |
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[4892] | 351 | } |
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| 352 | else // deactivate the Weapon if we do not have enough energy |
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| 353 | { |
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| 354 | this->requestAction(WA_RELOAD); |
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| 355 | } |
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[4885] | 356 | } |
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[3573] | 357 | |
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[4892] | 358 | /** |
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[4894] | 359 | * checks and fires the Weapon |
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| 360 | * @return true on success. |
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[4892] | 361 | */ |
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| 362 | bool Weapon::fireW() |
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[3575] | 363 | { |
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[4892] | 364 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 365 | if (this->minCharge <= this->energyLoaded) |
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| 366 | { |
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| 367 | // playing Sound |
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| 368 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 369 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 370 | // fire |
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| 371 | this->fire(); |
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| 372 | this->energyLoaded -= this->minCharge; |
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| 373 | // setting up for the next state |
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[4926] | 374 | this->enterState(WS_SHOOTING); |
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[4892] | 375 | } |
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| 376 | else // reload if we still have the charge |
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| 377 | { |
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| 378 | this->requestAction(WA_RELOAD); |
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[4930] | 379 | this->execute(); |
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[4892] | 380 | } |
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| 381 | } |
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| 382 | |
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| 383 | |
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| 384 | /** |
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[4894] | 385 | * checks and Reloads the Weapon |
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| 386 | * @return true on success. |
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[4892] | 387 | */ |
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| 388 | bool Weapon::reloadW() |
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| 389 | { |
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[4885] | 390 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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[4892] | 391 | if (unlikely(this->energy + this->energyLoaded < this->minCharge)) |
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[4885] | 392 | { |
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| 393 | this->requestAction(WA_DEACTIVATE); |
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[4930] | 394 | this->execute(); |
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[4892] | 395 | return false; |
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[4885] | 396 | } |
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[3573] | 397 | |
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[4885] | 398 | float chargeSize = this->energyLoadedMax - this->energyLoaded; //!< The energy to be charged |
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[3573] | 399 | |
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[4892] | 400 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 401 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 402 | |
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[4885] | 403 | if (chargeSize > this->energy) |
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| 404 | { |
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| 405 | this->energyLoaded += this->energy; |
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| 406 | this->energy = 0.0; |
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| 407 | PRINT(3)("Energy empty"); |
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| 408 | } |
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| 409 | else |
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| 410 | { |
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| 411 | PRINTF(3)("Loaded %f energy into the Guns Buffer\n", chargeSize); |
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| 412 | this->energyLoaded += chargeSize; |
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| 413 | this->energy -= chargeSize; |
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| 414 | } |
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[4892] | 415 | this->reload(); |
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[4926] | 416 | this->enterState(WS_RELOADING); |
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| 417 | } |
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[3575] | 418 | |
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[4926] | 419 | /** |
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| 420 | * enters the requested State, plays back animations updates the timing. |
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| 421 | * @param state the state to enter. |
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| 422 | */ |
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| 423 | inline void Weapon::enterState(WeaponState state) |
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| 424 | { |
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[4949] | 425 | PRINTF(3)("ENTERING STATE %s\n", stateToChar(state)); |
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[4926] | 426 | // playing animation if availiable |
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| 427 | if (likely(this->animation[state] != NULL)) |
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| 428 | this->animation[state]->replay(); |
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| 429 | |
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| 430 | this->stateDuration = this->times[state] + this->stateDuration; |
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| 431 | this->currentState = state; |
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[3575] | 432 | } |
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| 433 | |
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| 434 | |
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[4927] | 435 | |
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| 436 | /////////////////// |
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| 437 | // WORLD-ENTITY // |
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| 438 | // FUNCTIONALITY // |
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| 439 | /////////////////// |
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[3575] | 440 | /** |
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[4885] | 441 | * tick signal for time dependent/driven stuff |
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[3575] | 442 | */ |
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[4906] | 443 | void Weapon::tickW(float dt) |
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[4885] | 444 | { |
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[4934] | 445 | //printf("%s ", stateToChar(this->currentState)); |
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[4910] | 446 | |
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[4885] | 447 | // setting up the timing properties |
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| 448 | this->stateDuration -= dt; |
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[3575] | 449 | |
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[4949] | 450 | if (this->stateDuration <= 0.0) |
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[4885] | 451 | { |
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[4949] | 452 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
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[4885] | 453 | { |
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[4949] | 454 | this->currentState = WS_INACTIVE; |
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| 455 | return; |
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| 456 | } |
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| 457 | else |
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| 458 | this->currentState = WS_IDLE; |
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[4906] | 459 | |
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[4949] | 460 | if (this->requestedAction != WA_NONE) |
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| 461 | { |
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| 462 | this->stateDuration = -dt; |
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| 463 | this->execute(); |
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[4885] | 464 | } |
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| 465 | } |
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[4906] | 466 | tick(dt); |
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[4885] | 467 | } |
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| 468 | |
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[3575] | 469 | /** |
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[4885] | 470 | * this will draw the weapon |
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[3575] | 471 | */ |
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[4885] | 472 | void Weapon::draw () |
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[3575] | 473 | {} |
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| 474 | |
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| 475 | |
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| 476 | |
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| 477 | |
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[3576] | 478 | |
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[4885] | 479 | ////////////////////// |
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| 480 | // HELPER FUNCTIONS // |
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| 481 | ////////////////////// |
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[3576] | 482 | /** |
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[4891] | 483 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
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| 484 | * |
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| 485 | */ |
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| 486 | bool Weapon::check() const |
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| 487 | { |
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| 488 | bool retVal = true; |
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| 489 | |
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[4947] | 490 | // if (this->projectile == NULL) |
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[4891] | 491 | { |
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| 492 | PRINTF(2)("There was no projectile assigned to the Weapon.\n"); |
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| 493 | retVal = false; |
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| 494 | } |
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| 495 | |
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| 496 | |
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| 497 | |
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| 498 | |
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| 499 | return retVal; |
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| 500 | } |
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| 501 | |
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| 502 | /** |
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[4885] | 503 | * some nice debugging information about this Weapon |
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| 504 | */ |
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| 505 | void Weapon::debug() const |
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| 506 | { |
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| 507 | PRINT(3)("Weapon-Debug %s, state: %s, nexAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); |
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| 508 | PRINT(3)("Energy: max: %f; current: %f; loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", |
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| 509 | this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); |
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| 510 | } |
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[3575] | 511 | |
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| 512 | |
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[4885] | 513 | // static |
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| 514 | /** |
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| 515 | * Converts a String into an Action. |
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| 516 | * @param action the String input holding the Action. |
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| 517 | * @return The Action if known, WA_NONE otherwise. |
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| 518 | */ |
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| 519 | WeaponAction Weapon::charToAction(const char* action) |
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| 520 | { |
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| 521 | if (!strcmp(action, "none")) |
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| 522 | return WA_NONE; |
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| 523 | else if (!strcmp(action, "shoot")) |
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| 524 | return WA_SHOOT; |
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| 525 | else if (!strcmp(action, "charge")) |
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| 526 | return WA_CHARGE; |
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| 527 | else if (!strcmp(action, "reload")) |
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| 528 | return WA_RELOAD; |
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| 529 | else if (!strcmp(action, "acitvate")) |
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| 530 | return WA_ACTIVATE; |
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| 531 | else if (!strcmp(action, "deactivate")) |
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| 532 | return WA_DEACTIVATE; |
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| 533 | else if (!strcmp(action, "special1")) |
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| 534 | return WA_SPECIAL1; |
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| 535 | else |
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| 536 | { |
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| 537 | PRINTF(2)("action %s could not be identified.\n", action); |
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| 538 | return WA_NONE; |
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| 539 | } |
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| 540 | } |
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[3575] | 541 | |
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| 542 | /** |
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[4885] | 543 | * converts an action into a String |
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| 544 | * @param action the action to convert |
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| 545 | * @return a String matching the name of the action |
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| 546 | */ |
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| 547 | const char* Weapon::actionToChar(WeaponAction action) |
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| 548 | { |
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| 549 | switch (action) |
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| 550 | { |
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| 551 | case WA_SHOOT: |
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| 552 | return "shoot"; |
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| 553 | break; |
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| 554 | case WA_CHARGE: |
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| 555 | return "charge"; |
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| 556 | break; |
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| 557 | case WA_RELOAD: |
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| 558 | return "reload"; |
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| 559 | break; |
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| 560 | case WA_ACTIVATE: |
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| 561 | return "activate"; |
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| 562 | break; |
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| 563 | case WA_DEACTIVATE: |
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| 564 | return "deactivate"; |
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| 565 | break; |
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| 566 | case WA_SPECIAL1: |
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| 567 | return "special1"; |
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| 568 | break; |
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| 569 | default: |
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| 570 | return "none"; |
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| 571 | break; |
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| 572 | } |
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| 573 | } |
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[3577] | 574 | |
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| 575 | /** |
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[4885] | 576 | * Converts a String into a State. |
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| 577 | * @param state the String input holding the State. |
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| 578 | * @return The State if known, WS_NONE otherwise. |
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| 579 | */ |
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| 580 | WeaponState Weapon::charToState(const char* state) |
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| 581 | { |
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| 582 | if (!strcmp(state, "none")) |
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| 583 | return WS_NONE; |
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| 584 | else if (!strcmp(state, "shooting")) |
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| 585 | return WS_SHOOTING; |
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| 586 | else if (!strcmp(state, "charging")) |
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| 587 | return WS_CHARGING; |
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| 588 | else if (!strcmp(state, "reloading")) |
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| 589 | return WS_RELOADING; |
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| 590 | else if (!strcmp(state, "activating")) |
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| 591 | return WS_ACTIVATING; |
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| 592 | else if (!strcmp(state, "deactivating")) |
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| 593 | return WS_DEACTIVATING; |
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| 594 | else if (!strcmp(state, "inactive")) |
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| 595 | return WS_INACTIVE; |
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| 596 | else if (!strcmp(state, "idle")) |
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| 597 | return WS_IDLE; |
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| 598 | else |
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| 599 | { |
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| 600 | PRINTF(2)("state %s could not be identified.\n", state); |
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| 601 | return WS_NONE; |
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| 602 | } |
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| 603 | } |
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[3583] | 604 | |
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| 605 | /** |
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[4885] | 606 | * converts a State into a String |
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| 607 | * @param state the state to convert |
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| 608 | * @return a String matching the name of the state |
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| 609 | */ |
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| 610 | const char* Weapon::stateToChar(WeaponState state) |
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| 611 | { |
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| 612 | switch (state) |
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| 613 | { |
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| 614 | case WS_SHOOTING: |
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| 615 | return "shooting"; |
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| 616 | break; |
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| 617 | case WS_CHARGING: |
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| 618 | return "charging"; |
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| 619 | break; |
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| 620 | case WS_RELOADING: |
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| 621 | return "reloading"; |
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| 622 | break; |
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| 623 | case WS_ACTIVATING: |
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| 624 | return "activating"; |
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| 625 | break; |
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| 626 | case WS_DEACTIVATING: |
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| 627 | return "deactivating"; |
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| 628 | break; |
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| 629 | case WS_IDLE: |
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| 630 | return "idle"; |
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| 631 | break; |
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[4906] | 632 | case WS_INACTIVE: |
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| 633 | return "inactive"; |
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| 634 | break; |
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[4885] | 635 | default: |
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| 636 | return "none"; |
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| 637 | break; |
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| 638 | } |
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| 639 | } |
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