| 1 | |
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| 2 | /* |
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| 3 | orxonox - the future of 3D-vertical-scrollers |
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| 4 | |
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| 5 | Copyright (C) 2004 orx |
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| 6 | |
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| 7 | This program is free software; you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation; either version 2, or (at your option) |
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| 10 | any later version. |
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| 11 | |
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| 12 | ### File Specific |
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| 13 | main-programmer: Patrick Boenzli |
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| 14 | co-programmer: Benjamin Grauer |
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| 15 | |
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| 16 | 2005-07-15: Benjamin Grauer: restructurating the entire Class |
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| 17 | */ |
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| 18 | |
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| 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 20 | |
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| 21 | #include "weapon.h" |
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| 22 | |
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| 23 | #include "projectile.h" |
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| 24 | |
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| 25 | #include "load_param.h" |
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| 26 | #include "vector.h" |
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| 27 | #include "list.h" |
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| 28 | #include "state.h" |
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| 29 | #include "animation3d.h" |
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| 30 | #include "sound_engine.h" |
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| 31 | |
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| 32 | /** |
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| 33 | * standard constructor |
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| 34 | * |
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| 35 | * creates a new weapon |
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| 36 | */ |
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| 37 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
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| 38 | { |
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| 39 | this->init(); |
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| 40 | parent->addChild(this, PNODE_ALL); |
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| 41 | this->setRelCoor(coordinate); |
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| 42 | this->setRelDir(direction); |
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| 43 | } |
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| 44 | |
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| 45 | /** |
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| 46 | * standard deconstructor |
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| 47 | */ |
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| 48 | Weapon::~Weapon () |
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| 49 | { |
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| 50 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 51 | if (this->animation[i]) |
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| 52 | delete this->animation[i]; |
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| 53 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 54 | if (this->soundBuffers[i]) |
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| 55 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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| 56 | } |
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| 57 | |
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| 58 | /** |
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| 59 | * initializes the Weapon with ALL default values |
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| 60 | */ |
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| 61 | void Weapon::init() |
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| 62 | { |
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| 63 | this->currentState = WS_INACTIVE; |
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| 64 | this->requestedAction = WA_NONE; |
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| 65 | this->stateDuration = 0.0; |
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| 66 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 67 | { |
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| 68 | this->times[i] = 0.0; |
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| 69 | this->animation[i] = NULL; |
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| 70 | } |
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| 71 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 72 | this->soundBuffers[i] = NULL; |
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| 73 | |
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| 74 | this->requestedAction = WA_NONE; |
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| 75 | this->soundSource = new SoundSource(this); |
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| 76 | |
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| 77 | this->active = true; |
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| 78 | this->projectile = NULL; |
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| 79 | |
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| 80 | this->minCharge = 1.0; |
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| 81 | this->maxCharge = 1.0; |
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| 82 | this->energyLoaded = .0; |
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| 83 | this->energyLoadedMax = 10.0; |
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| 84 | this->energy = .0; |
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| 85 | this->energyMax = 100.0; |
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| 86 | } |
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| 87 | |
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| 88 | |
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| 89 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 90 | { |
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| 91 | if (action >= WA_ACTION_COUNT) |
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| 92 | return; |
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| 93 | else if (soundFile != NULL) |
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| 94 | { |
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| 95 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 96 | if (this->soundBuffers[action] != NULL) |
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| 97 | { |
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| 98 | PRINTF(4)("Loaded sound %s to action %s\n", soundFile, actionToChar(action)); |
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| 99 | } |
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| 100 | else |
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| 101 | { |
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| 102 | PRINTF(4)("failed to load sound %s to %s\n", soundFile, actionToChar(action)); |
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| 103 | } |
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| 104 | } |
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| 105 | else |
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| 106 | this->soundBuffers[action] = NULL; |
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| 107 | } |
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| 108 | |
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| 109 | /** |
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| 110 | * request an action that should be executed, |
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| 111 | * @param action the next action to take |
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| 112 | * |
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| 113 | * This function must be called instead of the actions (like fire/reload...) |
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| 114 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 115 | */ |
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| 116 | void Weapon::requestAction(WeaponAction action) |
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| 117 | { |
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| 118 | if (this->requestedAction != WA_NONE) |
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| 119 | return; |
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| 120 | else |
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| 121 | { |
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| 122 | printf("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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| 123 | this->requestedAction = action; |
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| 124 | } |
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| 125 | } |
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| 126 | |
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| 127 | |
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| 128 | /** |
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| 129 | * adds energy to the Weapon |
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| 130 | * @param energyToAdd The amount of energy |
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| 131 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 132 | */ |
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| 133 | float Weapon::increaseEnergy(float energyToAdd) |
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| 134 | { |
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| 135 | float maxAddEnergy = this->energyMax - this->energy; |
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| 136 | |
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| 137 | if (maxAddEnergy >= energyToAdd) |
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| 138 | { |
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| 139 | this->energy += energyToAdd; |
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| 140 | return 0.0; |
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| 141 | } |
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| 142 | else |
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| 143 | { |
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| 144 | this->energy += maxAddEnergy; |
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| 145 | return energyToAdd - maxAddEnergy; |
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| 146 | } |
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| 147 | } |
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| 148 | |
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| 149 | bool Weapon::execute() |
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| 150 | { |
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| 151 | this->stateDuration = this->times[this->requestedAction] + this->stateDuration; |
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| 152 | |
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| 153 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 154 | this->debug(); |
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| 155 | |
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| 156 | switch (this->requestedAction) |
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| 157 | { |
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| 158 | case WA_SHOOT: |
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| 159 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 160 | { |
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| 161 | if (this->minCharge <= this->energyLoaded) |
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| 162 | { |
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| 163 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 164 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 165 | this->fire(); |
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| 166 | this->requestedAction = WA_NONE; |
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| 167 | } |
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| 168 | else // reload if we still have the charge |
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| 169 | { |
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| 170 | this->requestedAction = WA_NONE; |
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| 171 | this->requestAction(WA_RELOAD); |
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| 172 | } |
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| 173 | } |
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| 174 | break; |
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| 175 | case WA_CHARGE: |
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| 176 | if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) |
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| 177 | { |
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| 178 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 179 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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| 180 | this->charge(); |
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| 181 | this->requestedAction = WA_NONE; |
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| 182 | } |
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| 183 | else // deactivate the Weapon if we do not have enough energy |
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| 184 | { |
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| 185 | this->requestedAction = WA_NONE; |
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| 186 | this->requestAction(WA_RELOAD); |
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| 187 | } |
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| 188 | break; |
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| 189 | case WA_RELOAD: |
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| 190 | //if (this->currentState != WS_INACTIVE && this->energy + this->energyLoaded >= this->minCharge) |
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| 191 | { |
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| 192 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 193 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 194 | |
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| 195 | this->reload(); |
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| 196 | this->requestedAction = WA_NONE; |
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| 197 | } |
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| 198 | break; |
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| 199 | case WA_DEACTIVATE: |
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| 200 | if (this->currentState != WS_INACTIVE) |
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| 201 | { |
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| 202 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 203 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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| 204 | |
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| 205 | this->deactivate(); |
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| 206 | this->requestedAction = WA_NONE; |
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| 207 | } |
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| 208 | break; |
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| 209 | case WA_ACTIVATE: |
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| 210 | if (this->currentState == WS_INACTIVE) |
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| 211 | { |
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| 212 | if (this->soundBuffers[WA_ACTIVATE] != NULL) |
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| 213 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 214 | |
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| 215 | this->activate(); |
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| 216 | this->requestedAction = WA_NONE; |
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| 217 | } |
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| 218 | break; |
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| 219 | } |
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| 220 | } |
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| 221 | |
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| 222 | /** |
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| 223 | * this activates the weapon |
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| 224 | */ |
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| 225 | void Weapon::activate() |
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| 226 | { |
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| 227 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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| 228 | |
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| 229 | if (this->soundBuffers[WA_ACTIVATE] != NULL) |
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| 230 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 231 | } |
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| 232 | |
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| 233 | |
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| 234 | /** |
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| 235 | * this deactivates the weapon |
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| 236 | */ |
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| 237 | void Weapon::deactivate() |
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| 238 | { |
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| 239 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 240 | |
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| 241 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 242 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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| 243 | } |
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| 244 | |
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| 245 | void Weapon::fire() |
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| 246 | { |
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| 247 | this->energyLoaded -= this->minCharge; |
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| 248 | |
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| 249 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 250 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 251 | } |
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| 252 | |
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| 253 | void Weapon::reload() |
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| 254 | { |
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| 255 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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| 256 | if (this->energy + this->energyLoaded < this->minCharge) |
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| 257 | { |
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| 258 | this->requestAction(WA_DEACTIVATE); |
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| 259 | return; |
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| 260 | } |
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| 261 | |
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| 262 | float chargeSize = this->energyLoadedMax - this->energyLoaded; //!< The energy to be charged |
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| 263 | |
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| 264 | if (chargeSize > this->energy) |
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| 265 | { |
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| 266 | this->energyLoaded += this->energy; |
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| 267 | this->energy = 0.0; |
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| 268 | PRINT(3)("Energy empty"); |
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| 269 | } |
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| 270 | else |
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| 271 | { |
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| 272 | PRINTF(3)("Loaded %f energy into the Guns Buffer\n", chargeSize); |
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| 273 | this->energyLoaded += chargeSize; |
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| 274 | this->energy -= chargeSize; |
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| 275 | } |
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| 276 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 277 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 278 | |
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| 279 | } |
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| 280 | |
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| 281 | void Weapon::charge() |
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| 282 | { |
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| 283 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 284 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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| 285 | |
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| 286 | } |
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| 287 | |
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| 288 | |
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| 289 | /** |
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| 290 | * is called, when the weapon is destroyed |
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| 291 | * |
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| 292 | * this is in conjunction with the hit function, so when a weapon is able to get |
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| 293 | * hit, it can also be destoryed. |
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| 294 | */ |
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| 295 | void Weapon::destroy () |
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| 296 | {} |
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| 297 | |
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| 298 | |
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| 299 | /** |
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| 300 | * tick signal for time dependent/driven stuff |
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| 301 | */ |
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| 302 | void Weapon::tick(float dt) |
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| 303 | { |
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| 304 | // setting up the timing properties |
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| 305 | this->stateDuration -= dt; |
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| 306 | |
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| 307 | if (this->isActive()) |
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| 308 | { |
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| 309 | if (this->stateDuration <= 0.0 && this->requestedAction != WA_NONE) |
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| 310 | { |
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| 311 | this->stateDuration = -dt; |
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| 312 | this->execute(); |
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| 313 | } |
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| 314 | } |
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| 315 | else |
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| 316 | if (this->requestedAction == WA_ACTIVATE) |
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| 317 | this->activate(); |
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| 318 | |
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| 319 | } |
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| 320 | |
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| 321 | /** |
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| 322 | * this will draw the weapon |
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| 323 | */ |
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| 324 | void Weapon::draw () |
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| 325 | {} |
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| 326 | |
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| 327 | |
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| 328 | |
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| 329 | |
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| 330 | |
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| 331 | ////////////////////// |
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| 332 | // HELPER FUNCTIONS // |
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| 333 | ////////////////////// |
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| 334 | // inclass |
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| 335 | /** |
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| 336 | * checks if the next Action given is valid |
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| 337 | * @returns if the Action that comes next is valid |
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| 338 | * @todo more checks |
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| 339 | */ |
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| 340 | bool Weapon::nextActionValid() const |
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| 341 | { |
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| 342 | if (this->currentState == WS_INACTIVE) |
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| 343 | { |
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| 344 | return (this->requestedAction == WA_ACTIVATE || this->requestedAction == WA_NONE); |
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| 345 | } |
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| 346 | else |
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| 347 | return true; |
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| 348 | |
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| 349 | } |
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| 350 | |
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| 351 | |
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| 352 | /** |
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| 353 | * some nice debugging information about this Weapon |
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| 354 | */ |
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| 355 | void Weapon::debug() const |
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| 356 | { |
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| 357 | PRINT(3)("Weapon-Debug %s, state: %s, nexAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); |
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| 358 | PRINT(3)("Energy: max: %f; current: %f; loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", |
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| 359 | this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); |
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| 360 | } |
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| 361 | |
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| 362 | |
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| 363 | // static |
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| 364 | /** |
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| 365 | * Converts a String into an Action. |
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| 366 | * @param action the String input holding the Action. |
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| 367 | * @return The Action if known, WA_NONE otherwise. |
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| 368 | */ |
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| 369 | WeaponAction Weapon::charToAction(const char* action) |
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| 370 | { |
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| 371 | if (!strcmp(action, "none")) |
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| 372 | return WA_NONE; |
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| 373 | else if (!strcmp(action, "shoot")) |
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| 374 | return WA_SHOOT; |
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| 375 | else if (!strcmp(action, "charge")) |
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| 376 | return WA_CHARGE; |
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| 377 | else if (!strcmp(action, "reload")) |
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| 378 | return WA_RELOAD; |
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| 379 | else if (!strcmp(action, "acitvate")) |
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| 380 | return WA_ACTIVATE; |
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| 381 | else if (!strcmp(action, "deactivate")) |
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| 382 | return WA_DEACTIVATE; |
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| 383 | else if (!strcmp(action, "special1")) |
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| 384 | return WA_SPECIAL1; |
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| 385 | else |
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| 386 | { |
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| 387 | PRINTF(2)("action %s could not be identified.\n", action); |
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| 388 | return WA_NONE; |
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| 389 | } |
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| 390 | } |
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| 391 | |
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| 392 | /** |
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| 393 | * converts an action into a String |
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| 394 | * @param action the action to convert |
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| 395 | * @return a String matching the name of the action |
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| 396 | */ |
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| 397 | const char* Weapon::actionToChar(WeaponAction action) |
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| 398 | { |
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| 399 | switch (action) |
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| 400 | { |
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| 401 | case WA_SHOOT: |
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| 402 | return "shoot"; |
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| 403 | break; |
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| 404 | case WA_CHARGE: |
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| 405 | return "charge"; |
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| 406 | break; |
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| 407 | case WA_RELOAD: |
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| 408 | return "reload"; |
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| 409 | break; |
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| 410 | case WA_ACTIVATE: |
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| 411 | return "activate"; |
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| 412 | break; |
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| 413 | case WA_DEACTIVATE: |
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| 414 | return "deactivate"; |
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| 415 | break; |
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| 416 | case WA_SPECIAL1: |
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| 417 | return "special1"; |
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| 418 | break; |
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| 419 | default: |
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| 420 | return "none"; |
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| 421 | break; |
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| 422 | } |
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| 423 | } |
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| 424 | |
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| 425 | /** |
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| 426 | * Converts a String into a State. |
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| 427 | * @param state the String input holding the State. |
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| 428 | * @return The State if known, WS_NONE otherwise. |
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| 429 | */ |
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| 430 | WeaponState Weapon::charToState(const char* state) |
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| 431 | { |
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| 432 | if (!strcmp(state, "none")) |
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| 433 | return WS_NONE; |
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| 434 | else if (!strcmp(state, "shooting")) |
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| 435 | return WS_SHOOTING; |
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| 436 | else if (!strcmp(state, "charging")) |
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| 437 | return WS_CHARGING; |
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| 438 | else if (!strcmp(state, "reloading")) |
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| 439 | return WS_RELOADING; |
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| 440 | else if (!strcmp(state, "activating")) |
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| 441 | return WS_ACTIVATING; |
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| 442 | else if (!strcmp(state, "deactivating")) |
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| 443 | return WS_DEACTIVATING; |
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| 444 | else if (!strcmp(state, "inactive")) |
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| 445 | return WS_INACTIVE; |
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| 446 | else if (!strcmp(state, "idle")) |
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| 447 | return WS_IDLE; |
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| 448 | else |
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| 449 | { |
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| 450 | PRINTF(2)("state %s could not be identified.\n", state); |
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| 451 | return WS_NONE; |
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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 | * converts a State into a String |
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| 457 | * @param state the state to convert |
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| 458 | * @return a String matching the name of the state |
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| 459 | */ |
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| 460 | const char* Weapon::stateToChar(WeaponState state) |
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| 461 | { |
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| 462 | switch (state) |
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| 463 | { |
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| 464 | case WS_SHOOTING: |
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| 465 | return "shooting"; |
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| 466 | break; |
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| 467 | case WS_CHARGING: |
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| 468 | return "charging"; |
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| 469 | break; |
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| 470 | case WS_RELOADING: |
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| 471 | return "reloading"; |
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| 472 | break; |
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| 473 | case WS_ACTIVATING: |
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| 474 | return "activating"; |
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| 475 | break; |
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| 476 | case WS_DEACTIVATING: |
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| 477 | return "deactivating"; |
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| 478 | break; |
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| 479 | case WS_IDLE: |
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| 480 | return "idle"; |
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| 481 | break; |
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| 482 | default: |
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| 483 | return "none"; |
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| 484 | break; |
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| 485 | } |
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| 486 | } |
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