| 1 |  | 
|---|
| 2 | /* | 
|---|
| 3 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
| 4 |  | 
|---|
| 5 |    Copyright (C) 2004 orx | 
|---|
| 6 |  | 
|---|
| 7 |    This program is free software; you can redistribute it and/or modify | 
|---|
| 8 |    it under the terms of the GNU General Public License as published by | 
|---|
| 9 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
| 10 |    any later version. | 
|---|
| 11 |  | 
|---|
| 12 | ### File Specific | 
|---|
| 13 |    main-programmer: Patrick Boenzli | 
|---|
| 14 |    co-programmer: Benjamin Grauer | 
|---|
| 15 |  | 
|---|
| 16 |    2005-07-15: Benjamin Grauer: restructurating the entire Class | 
|---|
| 17 | */ | 
|---|
| 18 |  | 
|---|
| 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
|---|
| 20 |  | 
|---|
| 21 | #include "weapon.h" | 
|---|
| 22 |  | 
|---|
| 23 | #include "projectile.h" | 
|---|
| 24 |  | 
|---|
| 25 | #include "class_list.h" | 
|---|
| 26 | #include "load_param.h" | 
|---|
| 27 | #include "vector.h" | 
|---|
| 28 | #include "list.h" | 
|---|
| 29 | #include "state.h" | 
|---|
| 30 | #include "animation3d.h" | 
|---|
| 31 | #include "sound_engine.h" | 
|---|
| 32 |  | 
|---|
| 33 | //////////////////// | 
|---|
| 34 | // INITAILISATION // | 
|---|
| 35 | // SETTING VALUES // | 
|---|
| 36 | //////////////////// | 
|---|
| 37 | /** | 
|---|
| 38 |  * standard constructor | 
|---|
| 39 |  * | 
|---|
| 40 |  * creates a new weapon | 
|---|
| 41 | */ | 
|---|
| 42 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) | 
|---|
| 43 | { | 
|---|
| 44 |   this->init(); | 
|---|
| 45 |   parent->addChild(this, PNODE_ALL); | 
|---|
| 46 |   this->setRelCoor(coordinate); | 
|---|
| 47 |   this->setRelDir(direction); | 
|---|
| 48 | } | 
|---|
| 49 |  | 
|---|
| 50 | /** | 
|---|
| 51 |  * standard deconstructor | 
|---|
| 52 | */ | 
|---|
| 53 | Weapon::~Weapon () | 
|---|
| 54 | { | 
|---|
| 55 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
|---|
| 56 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
|---|
| 57 |       delete this->animation[i]; | 
|---|
| 58 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
|---|
| 59 |     if (this->soundBuffers[i]) | 
|---|
| 60 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
|---|
| 61 | } | 
|---|
| 62 |  | 
|---|
| 63 | /** | 
|---|
| 64 |  * initializes the Weapon with ALL default values | 
|---|
| 65 |  */ | 
|---|
| 66 | void Weapon::init() | 
|---|
| 67 | { | 
|---|
| 68 |   this->currentState     = WS_INACTIVE; | 
|---|
| 69 |   this->requestedAction  = WA_NONE; | 
|---|
| 70 |   this->stateDuration    = 0.0; | 
|---|
| 71 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
|---|
| 72 |     { | 
|---|
| 73 |       this->times[i] = 0.0; | 
|---|
| 74 |       this->animation[i] = NULL; | 
|---|
| 75 |     } | 
|---|
| 76 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
|---|
| 77 |     this->soundBuffers[i] = NULL; | 
|---|
| 78 |  | 
|---|
| 79 |   this->soundSource = new SoundSource(this); | 
|---|
| 80 |   this->emissionPoint.setParent(this); | 
|---|
| 81 |  | 
|---|
| 82 |   this->projectile = NULL; | 
|---|
| 83 |  | 
|---|
| 84 |   this->hideInactive = true; | 
|---|
| 85 |  | 
|---|
| 86 |   this->minCharge = 1.0; | 
|---|
| 87 |   this->maxCharge = 1.0; | 
|---|
| 88 |   this->energyLoaded = .0; | 
|---|
| 89 |   this->energyLoadedMax = 10.0; | 
|---|
| 90 |   this->energy = .0; | 
|---|
| 91 |   this->energyMax = 100.0; | 
|---|
| 92 | } | 
|---|
| 93 |  | 
|---|
| 94 |  | 
|---|
| 95 | /** | 
|---|
| 96 |  * sets the emissionPoint's relative position from the Weapon | 
|---|
| 97 |  * @param point the Point relative to the mass-point of the Weapon | 
|---|
| 98 |  */ | 
|---|
| 99 | void Weapon::setEmissionPoint(const Vector& point) | 
|---|
| 100 | { | 
|---|
| 101 |   this->emissionPoint.setRelCoor(point); | 
|---|
| 102 | } | 
|---|
| 103 |  | 
|---|
| 104 | /** | 
|---|
| 105 |  * assigns a Sound-file to an action | 
|---|
| 106 |  * @param action the action the sound should be assigned too | 
|---|
| 107 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
|---|
| 108 |  */ | 
|---|
| 109 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
|---|
| 110 | { | 
|---|
| 111 |   if (action >= WA_ACTION_COUNT) | 
|---|
| 112 |     return; | 
|---|
| 113 |   else if (soundFile != NULL) | 
|---|
| 114 |   { | 
|---|
| 115 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
|---|
| 116 |     if (this->soundBuffers[action] != NULL) | 
|---|
| 117 |     { | 
|---|
| 118 |       PRINTF(4)("Loaded sound %s to action %s\n", soundFile, actionToChar(action)); | 
|---|
| 119 |     } | 
|---|
| 120 |     else | 
|---|
| 121 |     { | 
|---|
| 122 |       PRINTF(4)("failed to load sound %s to %s\n", soundFile, actionToChar(action)); | 
|---|
| 123 |     } | 
|---|
| 124 |   } | 
|---|
| 125 |   else | 
|---|
| 126 |     this->soundBuffers[action] = NULL; | 
|---|
| 127 | } | 
|---|
| 128 |  | 
|---|
| 129 |  | 
|---|
| 130 | /** | 
|---|
| 131 |  * creates/returns an Animation3D for a certain State. | 
|---|
| 132 |  * @param state what State should the Animation be created/returned for | 
|---|
| 133 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
|---|
| 134 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
|---|
| 135 |  * | 
|---|
| 136 |  * This function does only generate the Animation Object, and if set it will | 
|---|
| 137 |  * automatically be executed, when a certain State is reached. | 
|---|
| 138 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
|---|
| 139 |  */ | 
|---|
| 140 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
|---|
| 141 | { | 
|---|
| 142 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
|---|
| 143 |     return NULL; | 
|---|
| 144 |  | 
|---|
| 145 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
|---|
| 146 |   { | 
|---|
| 147 |     if (likely(node != NULL)) | 
|---|
| 148 |       return this->animation[state] = new Animation3D(node); | 
|---|
| 149 |     else | 
|---|
| 150 |     { | 
|---|
| 151 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
|---|
| 152 |       return NULL; | 
|---|
| 153 |     } | 
|---|
| 154 |   } | 
|---|
| 155 |   else | 
|---|
| 156 |     return this->animation[state]; | 
|---|
| 157 | } | 
|---|
| 158 |  | 
|---|
| 159 |  | 
|---|
| 160 | ///////////////// | 
|---|
| 161 | //  EXECUTION  // | 
|---|
| 162 | // GAME ACTION // | 
|---|
| 163 | ///////////////// | 
|---|
| 164 | /** | 
|---|
| 165 |  * request an action that should be executed, | 
|---|
| 166 |  * @param action the next action to take | 
|---|
| 167 |  * | 
|---|
| 168 |  * This function must be called instead of the actions (like fire/reload...) | 
|---|
| 169 |  * to make all the checks needed to have a usefull WeaponSystem. | 
|---|
| 170 |  */ | 
|---|
| 171 | void Weapon::requestAction(WeaponAction action) | 
|---|
| 172 | { | 
|---|
| 173 |   if (likely(this->isActive())) | 
|---|
| 174 |   { | 
|---|
| 175 |     if (this->requestedAction != WA_NONE) | 
|---|
| 176 |       return; | 
|---|
| 177 |     printf("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
|---|
| 178 |     this->requestedAction = action; | 
|---|
| 179 |   } | 
|---|
| 180 |   //else | 
|---|
| 181 |   else if (unlikely(action == WA_ACTIVATE)) | 
|---|
| 182 |   { | 
|---|
| 183 |     this->currentState = WS_ACTIVATING; | 
|---|
| 184 |     this->requestedAction = WA_ACTIVATE; | 
|---|
| 185 |   } | 
|---|
| 186 | } | 
|---|
| 187 |  | 
|---|
| 188 | /** | 
|---|
| 189 |  * adds energy to the Weapon | 
|---|
| 190 |  * @param energyToAdd The amount of energy | 
|---|
| 191 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
| 192 |  */ | 
|---|
| 193 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
| 194 | { | 
|---|
| 195 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
| 196 |  | 
|---|
| 197 |   if (maxAddEnergy >= energyToAdd) | 
|---|
| 198 |   { | 
|---|
| 199 |     this->energy += energyToAdd; | 
|---|
| 200 |     return 0.0; | 
|---|
| 201 |   } | 
|---|
| 202 |   else | 
|---|
| 203 |   { | 
|---|
| 204 |     this->energy += maxAddEnergy; | 
|---|
| 205 |     return energyToAdd - maxAddEnergy; | 
|---|
| 206 |   } | 
|---|
| 207 | } | 
|---|
| 208 |  | 
|---|
| 209 | ////////////////////// | 
|---|
| 210 | // WEAPON INTERNALS // | 
|---|
| 211 | ////////////////////// | 
|---|
| 212 | /** | 
|---|
| 213 |  * executes an action, and with it starts a new State. | 
|---|
| 214 |  * @return true, if it worked, false otherwise | 
|---|
| 215 |  * | 
|---|
| 216 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
| 217 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
| 218 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
| 219 |  */ | 
|---|
| 220 | bool Weapon::execute() | 
|---|
| 221 | { | 
|---|
| 222 | #if DEBUG > 4 | 
|---|
| 223 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
| 224 |   this->debug(); | 
|---|
| 225 | #endif | 
|---|
| 226 |  | 
|---|
| 227 |   WeaponAction action = this->requestedAction; | 
|---|
| 228 |   this->requestedAction = WA_NONE; | 
|---|
| 229 |  | 
|---|
| 230 |   switch (action) | 
|---|
| 231 |   { | 
|---|
| 232 |     case WA_SHOOT: | 
|---|
| 233 |       return this->fireW(); | 
|---|
| 234 |       break; | 
|---|
| 235 |     case WA_CHARGE: | 
|---|
| 236 |       return this->chargeW(); | 
|---|
| 237 |       break; | 
|---|
| 238 |     case WA_RELOAD: | 
|---|
| 239 |       return this->reloadW(); | 
|---|
| 240 |       break; | 
|---|
| 241 |     case WA_DEACTIVATE: | 
|---|
| 242 |       return this->deactivateW(); | 
|---|
| 243 |       break; | 
|---|
| 244 |     case WA_ACTIVATE: | 
|---|
| 245 |       return this->activateW(); | 
|---|
| 246 |       break; | 
|---|
| 247 |   } | 
|---|
| 248 | } | 
|---|
| 249 |  | 
|---|
| 250 |  | 
|---|
| 251 | /** | 
|---|
| 252 |  * checks and activates the Weapon. | 
|---|
| 253 |  * @return true on success. | 
|---|
| 254 |  */ | 
|---|
| 255 | bool Weapon::activateW() | 
|---|
| 256 | { | 
|---|
| 257 | //  if (this->currentState == WS_INACTIVE) | 
|---|
| 258 |   { | 
|---|
| 259 |         // play Sound | 
|---|
| 260 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
|---|
| 261 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| 262 |         // activate | 
|---|
| 263 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
|---|
| 264 |     this->activate(); | 
|---|
| 265 |     // setting up for next action | 
|---|
| 266 |     this->enterState(WS_ACTIVATING); | 
|---|
| 267 |   } | 
|---|
| 268 | } | 
|---|
| 269 |  | 
|---|
| 270 |  | 
|---|
| 271 | /** | 
|---|
| 272 |  * checks and deactivates the Weapon | 
|---|
| 273 |  * @return true on success. | 
|---|
| 274 |  */ | 
|---|
| 275 | bool Weapon::deactivateW() | 
|---|
| 276 | { | 
|---|
| 277 |   if (this->currentState != WS_INACTIVE) | 
|---|
| 278 |   { | 
|---|
| 279 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
|---|
| 280 |         // play Sound | 
|---|
| 281 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
|---|
| 282 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| 283 |     // deactivate | 
|---|
| 284 |     this->deactivate(); | 
|---|
| 285 |     this->enterState(WS_DEACTIVATING); | 
|---|
| 286 |   } | 
|---|
| 287 | } | 
|---|
| 288 |  | 
|---|
| 289 | /** | 
|---|
| 290 |  * checks and charges the Weapon | 
|---|
| 291 |  * @return true on success. | 
|---|
| 292 |  */ | 
|---|
| 293 | bool Weapon::chargeW() | 
|---|
| 294 | { | 
|---|
| 295 |   if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) | 
|---|
| 296 |   { | 
|---|
| 297 |         // playing Sound | 
|---|
| 298 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
|---|
| 299 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| 300 |  | 
|---|
| 301 |         // charge | 
|---|
| 302 |     this->charge(); | 
|---|
| 303 |         // setting up for the next state | 
|---|
| 304 |     this->enterState(WS_CHARGING); | 
|---|
| 305 |   } | 
|---|
| 306 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
| 307 |   { | 
|---|
| 308 |     this->requestAction(WA_RELOAD); | 
|---|
| 309 |   } | 
|---|
| 310 |  | 
|---|
| 311 | } | 
|---|
| 312 |  | 
|---|
| 313 | /** | 
|---|
| 314 |  * checks and fires the Weapon | 
|---|
| 315 |  * @return true on success. | 
|---|
| 316 |  */ | 
|---|
| 317 | bool Weapon::fireW() | 
|---|
| 318 | { | 
|---|
| 319 |      //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| 320 |   if (this->minCharge <= this->energyLoaded) | 
|---|
| 321 |   { | 
|---|
| 322 |           // playing Sound | 
|---|
| 323 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
|---|
| 324 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| 325 |           // fire | 
|---|
| 326 |     this->fire(); | 
|---|
| 327 |     this->energyLoaded -= this->minCharge; | 
|---|
| 328 |           // setting up for the next state | 
|---|
| 329 |     this->enterState(WS_SHOOTING); | 
|---|
| 330 |   } | 
|---|
| 331 |   else  // reload if we still have the charge | 
|---|
| 332 |   { | 
|---|
| 333 |     this->requestAction(WA_RELOAD); | 
|---|
| 334 |   } | 
|---|
| 335 | } | 
|---|
| 336 |  | 
|---|
| 337 |  | 
|---|
| 338 | /** | 
|---|
| 339 |  * checks and Reloads the Weapon | 
|---|
| 340 |  * @return true on success. | 
|---|
| 341 |  */ | 
|---|
| 342 | bool Weapon::reloadW() | 
|---|
| 343 | { | 
|---|
| 344 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
|---|
| 345 |   if (unlikely(this->energy + this->energyLoaded < this->minCharge)) | 
|---|
| 346 |   { | 
|---|
| 347 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| 348 |     return false; | 
|---|
| 349 |   } | 
|---|
| 350 |  | 
|---|
| 351 |   float chargeSize = this->energyLoadedMax - this->energyLoaded;       //!< The energy to be charged | 
|---|
| 352 |  | 
|---|
| 353 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
|---|
| 354 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
| 355 |  | 
|---|
| 356 |   if (chargeSize > this->energy) | 
|---|
| 357 |   { | 
|---|
| 358 |     this->energyLoaded += this->energy; | 
|---|
| 359 |     this->energy = 0.0; | 
|---|
| 360 |     PRINT(3)("Energy empty"); | 
|---|
| 361 |   } | 
|---|
| 362 |   else | 
|---|
| 363 |   { | 
|---|
| 364 |     PRINTF(3)("Loaded %f energy into the Guns Buffer\n", chargeSize); | 
|---|
| 365 |     this->energyLoaded += chargeSize; | 
|---|
| 366 |     this->energy -= chargeSize; | 
|---|
| 367 |   } | 
|---|
| 368 |   this->reload(); | 
|---|
| 369 |   this->enterState(WS_RELOADING); | 
|---|
| 370 | } | 
|---|
| 371 |  | 
|---|
| 372 |  | 
|---|
| 373 | /** | 
|---|
| 374 |  * enters the requested State, plays back animations updates the timing. | 
|---|
| 375 |  * @param state the state to enter. | 
|---|
| 376 |  */ | 
|---|
| 377 | inline void Weapon::enterState(WeaponState state) | 
|---|
| 378 | { | 
|---|
| 379 |   // playing animation if availiable | 
|---|
| 380 |   if (likely(this->animation[state] != NULL)) | 
|---|
| 381 |     this->animation[state]->replay(); | 
|---|
| 382 |  | 
|---|
| 383 |   this->stateDuration = this->times[state] + this->stateDuration; | 
|---|
| 384 |   this->currentState = state; | 
|---|
| 385 | } | 
|---|
| 386 |  | 
|---|
| 387 |  | 
|---|
| 388 | /** | 
|---|
| 389 |  * tick signal for time dependent/driven stuff | 
|---|
| 390 | */ | 
|---|
| 391 | void Weapon::tickW(float dt) | 
|---|
| 392 | { | 
|---|
| 393 |   printf("%s ", stateToChar(this->currentState)); | 
|---|
| 394 |  | 
|---|
| 395 |   // setting up the timing properties | 
|---|
| 396 |   this->stateDuration -= dt; | 
|---|
| 397 |  | 
|---|
| 398 |   if (this->isActive()) | 
|---|
| 399 |   { | 
|---|
| 400 |     if (this->stateDuration <= 0.0) | 
|---|
| 401 |     { | 
|---|
| 402 |       if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| 403 |       { | 
|---|
| 404 |         this->currentState = WS_INACTIVE; | 
|---|
| 405 |         return; | 
|---|
| 406 |       } | 
|---|
| 407 |       else | 
|---|
| 408 |         this->currentState = WS_IDLE; | 
|---|
| 409 |  | 
|---|
| 410 |       if (this->requestedAction != WA_NONE) | 
|---|
| 411 |       { | 
|---|
| 412 |         this->stateDuration = -dt; | 
|---|
| 413 |         this->execute(); | 
|---|
| 414 |       } | 
|---|
| 415 |     } | 
|---|
| 416 |   } | 
|---|
| 417 |   tick(dt); | 
|---|
| 418 | } | 
|---|
| 419 |  | 
|---|
| 420 | /** | 
|---|
| 421 |  *  this will draw the weapon | 
|---|
| 422 | */ | 
|---|
| 423 | void Weapon::draw () | 
|---|
| 424 | {} | 
|---|
| 425 |  | 
|---|
| 426 |  | 
|---|
| 427 |  | 
|---|
| 428 |  | 
|---|
| 429 |  | 
|---|
| 430 | ////////////////////// | 
|---|
| 431 | // HELPER FUNCTIONS // | 
|---|
| 432 | ////////////////////// | 
|---|
| 433 | /** | 
|---|
| 434 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| 435 |  * | 
|---|
| 436 |  */ | 
|---|
| 437 | bool Weapon::check() const | 
|---|
| 438 | { | 
|---|
| 439 |   bool retVal = true; | 
|---|
| 440 |  | 
|---|
| 441 |   if (this->projectile == NULL) | 
|---|
| 442 |   { | 
|---|
| 443 |     PRINTF(2)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| 444 |     retVal = false; | 
|---|
| 445 |   } | 
|---|
| 446 |  | 
|---|
| 447 |  | 
|---|
| 448 |  | 
|---|
| 449 |  | 
|---|
| 450 |   return retVal; | 
|---|
| 451 | } | 
|---|
| 452 |  | 
|---|
| 453 | /** | 
|---|
| 454 |  * some nice debugging information about this Weapon | 
|---|
| 455 |  */ | 
|---|
| 456 | void Weapon::debug() const | 
|---|
| 457 | { | 
|---|
| 458 |   PRINT(3)("Weapon-Debug %s, state: %s, nexAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); | 
|---|
| 459 |   PRINT(3)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
| 460 |             this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); | 
|---|
| 461 | } | 
|---|
| 462 |  | 
|---|
| 463 |  | 
|---|
| 464 | // static | 
|---|
| 465 | /** | 
|---|
| 466 |  * Converts a String into an Action. | 
|---|
| 467 |  * @param action the String input holding the Action. | 
|---|
| 468 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
| 469 |  */ | 
|---|
| 470 | WeaponAction Weapon::charToAction(const char* action) | 
|---|
| 471 | { | 
|---|
| 472 |   if (!strcmp(action, "none")) | 
|---|
| 473 |     return WA_NONE; | 
|---|
| 474 |   else if (!strcmp(action, "shoot")) | 
|---|
| 475 |     return WA_SHOOT; | 
|---|
| 476 |   else if (!strcmp(action, "charge")) | 
|---|
| 477 |     return WA_CHARGE; | 
|---|
| 478 |   else if (!strcmp(action, "reload")) | 
|---|
| 479 |     return WA_RELOAD; | 
|---|
| 480 |   else if (!strcmp(action, "acitvate")) | 
|---|
| 481 |     return WA_ACTIVATE; | 
|---|
| 482 |   else if (!strcmp(action, "deactivate")) | 
|---|
| 483 |     return WA_DEACTIVATE; | 
|---|
| 484 |   else if (!strcmp(action, "special1")) | 
|---|
| 485 |     return WA_SPECIAL1; | 
|---|
| 486 |   else | 
|---|
| 487 |     { | 
|---|
| 488 |       PRINTF(2)("action %s could not be identified.\n", action); | 
|---|
| 489 |       return WA_NONE; | 
|---|
| 490 |     } | 
|---|
| 491 | } | 
|---|
| 492 |  | 
|---|
| 493 | /** | 
|---|
| 494 |  * converts an action into a String | 
|---|
| 495 |  * @param action the action to convert | 
|---|
| 496 |  * @return a String matching the name of the action | 
|---|
| 497 |  */ | 
|---|
| 498 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
| 499 | { | 
|---|
| 500 |   switch (action) | 
|---|
| 501 |   { | 
|---|
| 502 |     case WA_SHOOT: | 
|---|
| 503 |       return "shoot"; | 
|---|
| 504 |       break; | 
|---|
| 505 |     case WA_CHARGE: | 
|---|
| 506 |       return "charge"; | 
|---|
| 507 |       break; | 
|---|
| 508 |     case WA_RELOAD: | 
|---|
| 509 |       return "reload"; | 
|---|
| 510 |       break; | 
|---|
| 511 |     case WA_ACTIVATE: | 
|---|
| 512 |       return "activate"; | 
|---|
| 513 |       break; | 
|---|
| 514 |     case WA_DEACTIVATE: | 
|---|
| 515 |       return "deactivate"; | 
|---|
| 516 |       break; | 
|---|
| 517 |     case WA_SPECIAL1: | 
|---|
| 518 |       return "special1"; | 
|---|
| 519 |       break; | 
|---|
| 520 |     default: | 
|---|
| 521 |       return "none"; | 
|---|
| 522 |       break; | 
|---|
| 523 |   } | 
|---|
| 524 | } | 
|---|
| 525 |  | 
|---|
| 526 | /** | 
|---|
| 527 |  * Converts a String into a State. | 
|---|
| 528 |  * @param state the String input holding the State. | 
|---|
| 529 |  * @return The State if known, WS_NONE otherwise. | 
|---|
| 530 |  */ | 
|---|
| 531 | WeaponState Weapon::charToState(const char* state) | 
|---|
| 532 | { | 
|---|
| 533 |   if (!strcmp(state, "none")) | 
|---|
| 534 |     return WS_NONE; | 
|---|
| 535 |   else if (!strcmp(state, "shooting")) | 
|---|
| 536 |     return WS_SHOOTING; | 
|---|
| 537 |   else if (!strcmp(state, "charging")) | 
|---|
| 538 |     return WS_CHARGING; | 
|---|
| 539 |   else if (!strcmp(state, "reloading")) | 
|---|
| 540 |     return WS_RELOADING; | 
|---|
| 541 |   else if (!strcmp(state, "activating")) | 
|---|
| 542 |     return WS_ACTIVATING; | 
|---|
| 543 |   else if (!strcmp(state, "deactivating")) | 
|---|
| 544 |     return WS_DEACTIVATING; | 
|---|
| 545 |   else if (!strcmp(state, "inactive")) | 
|---|
| 546 |     return WS_INACTIVE; | 
|---|
| 547 |   else if (!strcmp(state, "idle")) | 
|---|
| 548 |     return WS_IDLE; | 
|---|
| 549 |   else | 
|---|
| 550 |     { | 
|---|
| 551 |       PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
| 552 |       return WS_NONE; | 
|---|
| 553 |     } | 
|---|
| 554 | } | 
|---|
| 555 |  | 
|---|
| 556 | /** | 
|---|
| 557 |  * converts a State into a String | 
|---|
| 558 |  * @param state the state to convert | 
|---|
| 559 |  * @return a String matching the name of the state | 
|---|
| 560 |  */ | 
|---|
| 561 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
| 562 | { | 
|---|
| 563 |   switch (state) | 
|---|
| 564 |   { | 
|---|
| 565 |     case WS_SHOOTING: | 
|---|
| 566 |       return "shooting"; | 
|---|
| 567 |       break; | 
|---|
| 568 |     case WS_CHARGING: | 
|---|
| 569 |       return "charging"; | 
|---|
| 570 |       break; | 
|---|
| 571 |     case WS_RELOADING: | 
|---|
| 572 |       return "reloading"; | 
|---|
| 573 |       break; | 
|---|
| 574 |     case WS_ACTIVATING: | 
|---|
| 575 |       return "activating"; | 
|---|
| 576 |       break; | 
|---|
| 577 |     case WS_DEACTIVATING: | 
|---|
| 578 |       return "deactivating"; | 
|---|
| 579 |       break; | 
|---|
| 580 |     case WS_IDLE: | 
|---|
| 581 |       return "idle"; | 
|---|
| 582 |       break; | 
|---|
| 583 |     case WS_INACTIVE: | 
|---|
| 584 |       return "inactive"; | 
|---|
| 585 |       break; | 
|---|
| 586 |     default: | 
|---|
| 587 |       return "none"; | 
|---|
| 588 |       break; | 
|---|
| 589 |   } | 
|---|
| 590 | } | 
|---|