| [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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| [9869] | 23 | #include "loading/fast_factory.h" | 
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| [6434] | 24 | #include "world_entities/projectiles/projectile.h" | 
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| [4834] | 25 |  | 
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| [7350] | 26 | #include "util/loading/factory.h" | 
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| [7193] | 27 | #include "util/loading/load_param.h" | 
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| [4828] | 28 | #include "state.h" | 
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| [4885] | 29 | #include "animation3d.h" | 
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| [3573] | 30 |  | 
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| [5930] | 31 | #include "sound_source.h" | 
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 | 32 | #include "sound_buffer.h" | 
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| [9869] | 33 | #include "resource_sound_buffer.h" | 
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| [5930] | 34 |  | 
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| [8976] | 35 | #include "elements/glgui_energywidget.h" | 
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| [6438] | 36 |  | 
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| [9869] | 37 | ObjectListDefinition(Weapon); | 
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| [7350] | 38 |  | 
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| [4892] | 39 | //////////////////// | 
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 | 40 | // INITAILISATION // | 
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 | 41 | // SETTING VALUES // | 
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 | 42 | //////////////////// | 
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| [3870] | 43 | /** | 
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| [4885] | 44 |  * standard constructor | 
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 | 45 |  * | 
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 | 46 |  * creates a new weapon | 
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| [3575] | 47 | */ | 
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| [5750] | 48 | Weapon::Weapon () | 
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| [3620] | 49 | { | 
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| [4885] | 50 |   this->init(); | 
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| [3620] | 51 | } | 
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| [3573] | 52 |  | 
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| [3575] | 53 | /** | 
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| [4885] | 54 |  * standard deconstructor | 
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| [3575] | 55 | */ | 
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| [4597] | 56 | Weapon::~Weapon () | 
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| [3573] | 57 | { | 
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| [4885] | 58 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| [9869] | 59 |     if (this->animation[i] && Animation::objectList().exists(animation[i]))  //!< @todo this should check animation3D | 
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| [4885] | 60 |       delete this->animation[i]; | 
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| [4959] | 61 |  | 
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| [9869] | 62 |   if (OrxSound::SoundSource::objectList().exists(this->soundSource)) | 
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| [4959] | 63 |     delete this->soundSource; | 
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| [4885] | 64 | } | 
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| [4597] | 65 |  | 
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| [4885] | 66 | /** | 
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| [7350] | 67 |  * @brief creates a new Weapon of type weaponID and returns it. | 
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 | 68 |  * @param weaponID the WeaponID type to create. | 
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 | 69 |  * @returns the newly created Weapon. | 
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 | 70 |  */ | 
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| [9869] | 71 | Weapon* Weapon::createWeapon(const ClassID& weaponID) | 
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| [7350] | 72 | { | 
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 | 73 |   BaseObject* createdObject = Factory::fabricate(weaponID); | 
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 | 74 |   if (createdObject != NULL) | 
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 | 75 |   { | 
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| [9869] | 76 |     if (createdObject->isA(Weapon::staticClassID())) | 
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| [7350] | 77 |       return dynamic_cast<Weapon*>(createdObject); | 
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 | 78 |     else | 
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 | 79 |     { | 
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 | 80 |       delete createdObject; | 
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 | 81 |       return NULL; | 
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 | 82 |     } | 
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 | 83 |   } | 
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| [8316] | 84 |   return NULL; | 
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| [7350] | 85 | } | 
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 | 86 |  | 
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| [9869] | 87 | Weapon* Weapon::createWeapon(const std::string& weaponName) | 
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 | 88 | { | 
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 | 89 |   BaseObject* createdObject = Factory::fabricate(weaponName); | 
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 | 90 |   if (createdObject != NULL) | 
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 | 91 |   { | 
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 | 92 |     if (createdObject->isA(Weapon::staticClassID())) | 
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 | 93 |       return dynamic_cast<Weapon*>(createdObject); | 
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 | 94 |     else | 
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 | 95 |     { | 
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 | 96 |       delete createdObject; | 
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 | 97 |       return NULL; | 
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 | 98 |     } | 
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 | 99 |   } | 
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 | 100 |   return NULL; | 
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 | 101 | } | 
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 | 102 |  | 
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 | 103 |  | 
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| [7350] | 104 | /** | 
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| [4885] | 105 |  * initializes the Weapon with ALL default values | 
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| [5498] | 106 |  * | 
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 | 107 |  * This Sets the default values of the Weapon | 
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| [4885] | 108 |  */ | 
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 | 109 | void Weapon::init() | 
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 | 110 | { | 
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| [9869] | 111 |   this->registerObject(this, Weapon::_objectList); | 
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| [5498] | 112 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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 | 113 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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 | 114 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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 | 115 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| [6438] | 116 |   { | 
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 | 117 |     this->times[i] = 0.0;                        //< An infinitesimal duration | 
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 | 118 |     this->animation[i] = NULL;                   //< No animation | 
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 | 119 |   } | 
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| [3888] | 120 |  | 
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| [7460] | 121 |   this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
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| [5498] | 122 |   this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles | 
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| [7126] | 123 |   this->emissionPoint.setName("EmissionPoint"); | 
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 | 124 |   this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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| [4885] | 125 |  | 
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| [6920] | 126 |   this->defaultTarget = NULL;                      //< Nothing is Targeted by default. | 
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| [6756] | 127 |  | 
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| [9869] | 128 |   this->projectile = NullClass::staticClassID();         //< No Projectile Class is Connected to this weapon | 
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| [5498] | 129 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| [4885] | 130 |  | 
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| [5498] | 131 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| [4906] | 132 |  | 
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| [5498] | 133 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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 | 134 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| [4927] | 135 |  | 
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| [6671] | 136 |   this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
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| [5498] | 137 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
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 | 138 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| [6438] | 139 |  | 
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 | 140 |   this->energyWidget = NULL; | 
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| [6695] | 141 |  | 
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 | 142 |   // set this object to be synchronized over network | 
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 | 143 |   //this->setSynchronized(true); | 
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| [3573] | 144 | } | 
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 | 145 |  | 
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| [5498] | 146 | /** | 
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 | 147 |  * loads the Parameters of a Weapon | 
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 | 148 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 149 |  */ | 
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| [4972] | 150 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 151 | { | 
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| [6512] | 152 |   WorldEntity::loadParams(root); | 
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| [4972] | 153 |  | 
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| [7102] | 154 |   LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) | 
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| [6438] | 155 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| [4972] | 156 |  | 
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| [5671] | 157 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [6438] | 158 |   .describe("Sets the Point of emission of this weapon"); | 
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| [4972] | 159 |  | 
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| [5671] | 160 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [6438] | 161 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| [4972] | 162 |  | 
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| [5671] | 163 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [6438] | 164 |   .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))"); | 
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| [4972] | 165 | } | 
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 | 166 |  | 
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| [6728] | 167 |  | 
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| [4947] | 168 | /** | 
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 | 169 |  * sets the Projectile to use for this weapon. | 
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 | 170 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 171 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 172 |  * | 
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| [5498] | 173 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 174 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 175 |  */ | 
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| [9869] | 176 | void Weapon::setProjectileType(const ClassID& projectile) | 
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| [4947] | 177 | { | 
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 | 178 |   this->projectile = projectile; | 
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 | 179 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 180 |   if (this->projectileFactory == NULL) | 
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| [4979] | 181 |   { | 
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 | 182 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 183 |     return; | 
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| [4979] | 184 |   } | 
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| [4948] | 185 |   else | 
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 | 186 |   { | 
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 | 187 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 188 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| [6431] | 189 |     this->minCharge = pj->getMinEnergy(); | 
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| [6700] | 190 |     this->maxCharge = pj->getHealthMax(); | 
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| [4948] | 191 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 192 |     this->projectileFactory->kill(pj); | 
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| [4948] | 193 |   } | 
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| [4979] | 194 | } | 
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| [3573] | 195 |  | 
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| [6728] | 196 |  | 
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| [4891] | 197 | /** | 
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| [4950] | 198 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 199 |  * @param projectile the Name of the Projectile. | 
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 | 200 |  */ | 
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| [7221] | 201 | void Weapon::setProjectileTypeC(const std::string& projectile) | 
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| [4950] | 202 | { | 
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 | 203 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 204 |   if (tmpFac != NULL) | 
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 | 205 |   { | 
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| [5356] | 206 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 207 |   } | 
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| [4972] | 208 |   else | 
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 | 209 |   { | 
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| [9406] | 210 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName()); | 
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| [4972] | 211 |   } | 
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| [4950] | 212 | } | 
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 | 213 |  | 
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| [6728] | 214 |  | 
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| [4950] | 215 | /** | 
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| [5356] | 216 |  * prepares Projectiles of the Weapon | 
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| [5498] | 217 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 218 |  */ | 
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 | 219 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 220 | { | 
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| [5357] | 221 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 222 |     projectileFactory->prepare(count); | 
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 | 223 |   else | 
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| [9406] | 224 |     PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName()); | 
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| [5356] | 225 | } | 
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 | 226 |  | 
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| [6728] | 227 |  | 
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| [5356] | 228 | /** | 
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 | 229 |  * resurects and returns a Projectile | 
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| [5498] | 230 |  * @returns a Projectile on success, NULL on error | 
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 | 231 |  * | 
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 | 232 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 233 |  *         2. No more Projectiles availiable. | 
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| [5356] | 234 |  */ | 
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 | 235 | Projectile* Weapon::getProjectile() | 
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 | 236 | { | 
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| [5357] | 237 |   if (likely (this->projectileFactory != NULL)) | 
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| [6142] | 238 |   { | 
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 | 239 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 240 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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 | 241 |     return pj; | 
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 | 242 |   } | 
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| [5356] | 243 |   else | 
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 | 244 |   { | 
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| [9406] | 245 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName()); | 
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| [5356] | 246 |     return NULL; | 
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 | 247 |   } | 
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 | 248 | } | 
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 | 249 |  | 
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 | 250 |  | 
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 | 251 | /** | 
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| [4892] | 252 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 253 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 254 |  */ | 
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 | 255 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 256 | { | 
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 | 257 |   this->emissionPoint.setRelCoor(point); | 
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 | 258 | } | 
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 | 259 |  | 
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| [6728] | 260 |  | 
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| [4892] | 261 | /** | 
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| [4891] | 262 |  * assigns a Sound-file to an action | 
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 | 263 |  * @param action the action the sound should be assigned too | 
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 | 264 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 265 |  */ | 
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| [7221] | 266 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) | 
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| [4885] | 267 | { | 
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 | 268 |   if (action >= WA_ACTION_COUNT) | 
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 | 269 |     return; | 
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| [4930] | 270 |  | 
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| [7221] | 271 |   else if (!soundFile.empty()) | 
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| [4885] | 272 |   { | 
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| [9869] | 273 |     this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile); | 
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 | 274 |     if (this->soundBuffers[action].loaded()) | 
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| [4885] | 275 |     { | 
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| [7221] | 276 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 277 |     } | 
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 | 278 |     else | 
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 | 279 |     { | 
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| [7221] | 280 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 281 |     } | 
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 | 282 |   } | 
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 | 283 |   else | 
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| [9869] | 284 |     this->soundBuffers[action] = OrxSound::SoundBuffer(); | 
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| [4885] | 285 | } | 
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 | 286 |  | 
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| [6728] | 287 |  | 
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| [4893] | 288 | /** | 
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| [4895] | 289 |  * creates/returns an Animation3D for a certain State. | 
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 | 290 |  * @param state what State should the Animation be created/returned for | 
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 | 291 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 292 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 293 |  * | 
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 | 294 |  * This function does only generate the Animation Object, and if set it will | 
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 | 295 |  * automatically be executed, when a certain State is reached. | 
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 | 296 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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 | 297 |  */ | 
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| [4895] | 298 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| [4893] | 299 | { | 
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| [4895] | 300 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| [4893] | 301 |     return NULL; | 
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 | 302 |  | 
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| [4895] | 303 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| [4893] | 304 |   { | 
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| [4895] | 305 |     if (likely(node != NULL)) | 
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 | 306 |       return this->animation[state] = new Animation3D(node); | 
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 | 307 |     else | 
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 | 308 |     { | 
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 | 309 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 310 |       return NULL; | 
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 | 311 |     } | 
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| [4893] | 312 |   } | 
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| [4895] | 313 |   else | 
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 | 314 |     return this->animation[state]; | 
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| [4893] | 315 | } | 
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 | 316 |  | 
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| [7779] | 317 | OrxGui::GLGuiWidget* Weapon::getEnergyWidget() | 
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| [6438] | 318 | { | 
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 | 319 |   if (this->energyWidget == NULL) | 
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 | 320 |   { | 
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| [8977] | 321 |     this->energyWidget = new OrxGui::GLGuiEnergyWidget(); | 
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| [9406] | 322 |     this->energyWidget->setDisplayedName(this->getClassCName()); | 
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| [6438] | 323 |     this->energyWidget->setSize2D( 20, 100); | 
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 | 324 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
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 | 325 |     this->energyWidget->setValue(this->getEnergy()); | 
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 | 326 |   } | 
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 | 327 |   return this->energyWidget; | 
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 | 328 | } | 
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 | 329 |  | 
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 | 330 | void Weapon::updateWidgets() | 
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 | 331 | { | 
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 | 332 |   if (this->energyWidget != NULL) | 
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 | 333 |   { | 
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 | 334 |     this->energyWidget->setMaximum(this->energyMax); | 
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 | 335 |     this->energyWidget->setValue(this->energy); | 
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 | 336 |   } | 
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 | 337 | } | 
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 | 338 |  | 
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| [4892] | 339 | ///////////////// | 
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 | 340 | //  EXECUTION  // | 
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 | 341 | // GAME ACTION // | 
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 | 342 | ///////////////// | 
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| [4597] | 343 | /** | 
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| [4885] | 344 |  * request an action that should be executed, | 
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 | 345 |  * @param action the next action to take | 
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 | 346 |  * | 
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 | 347 |  * This function must be called instead of the actions (like fire/reload...) | 
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 | 348 |  * to make all the checks needed to have a usefull WeaponSystem. | 
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 | 349 |  */ | 
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 | 350 | void Weapon::requestAction(WeaponAction action) | 
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 | 351 | { | 
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| [4906] | 352 |   if (likely(this->isActive())) | 
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| [4885] | 353 |   { | 
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| [4906] | 354 |     if (this->requestedAction != WA_NONE) | 
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 | 355 |       return; | 
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| [5041] | 356 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
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| [4885] | 357 |     this->requestedAction = action; | 
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 | 358 |   } | 
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| [4906] | 359 |   //else | 
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 | 360 |   else if (unlikely(action == WA_ACTIVATE)) | 
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 | 361 |   { | 
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 | 362 |     this->currentState = WS_ACTIVATING; | 
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| [4926] | 363 |     this->requestedAction = WA_ACTIVATE; | 
|---|
| [4906] | 364 |   } | 
|---|
| [4885] | 365 | } | 
|---|
| [3577] | 366 |  | 
|---|
| [6728] | 367 |  | 
|---|
| [4890] | 368 | /** | 
|---|
 | 369 |  * adds energy to the Weapon | 
|---|
 | 370 |  * @param energyToAdd The amount of energy | 
|---|
 | 371 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
 | 372 |  */ | 
|---|
 | 373 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
 | 374 | { | 
|---|
 | 375 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
 | 376 |  | 
|---|
 | 377 |   if (maxAddEnergy >= energyToAdd) | 
|---|
 | 378 |   { | 
|---|
 | 379 |     this->energy += energyToAdd; | 
|---|
 | 380 |     return 0.0; | 
|---|
 | 381 |   } | 
|---|
 | 382 |   else | 
|---|
 | 383 |   { | 
|---|
 | 384 |     this->energy += maxAddEnergy; | 
|---|
 | 385 |     return energyToAdd - maxAddEnergy; | 
|---|
 | 386 |   } | 
|---|
 | 387 | } | 
|---|
 | 388 |  | 
|---|
| [6728] | 389 |  | 
|---|
| [5498] | 390 | //////////////////////////////////////////////////////////// | 
|---|
 | 391 | // WEAPON INTERNALS                                       // | 
|---|
 | 392 | // These are functions, that no other Weapon should over- // | 
|---|
 | 393 | // write. No class has direct Access to them, as it is    // | 
|---|
 | 394 | // quite a complicated process, handling a Weapon from    // | 
|---|
 | 395 | // the outside                                            // | 
|---|
 | 396 | //////////////////////////////////////////////////////////// | 
|---|
| [4891] | 397 | /** | 
|---|
 | 398 |  * executes an action, and with it starts a new State. | 
|---|
 | 399 |  * @return true, if it worked, false otherwise | 
|---|
 | 400 |  * | 
|---|
 | 401 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
 | 402 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
 | 403 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
 | 404 |  */ | 
|---|
| [4885] | 405 | bool Weapon::execute() | 
|---|
| [3583] | 406 | { | 
|---|
| [7729] | 407 | #if DEBUG_LEVEL > 4 | 
|---|
| [4885] | 408 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 409 |   this->debug(); | 
|---|
| [4906] | 410 | #endif | 
|---|
| [4885] | 411 |  | 
|---|
| [4926] | 412 |   WeaponAction action = this->requestedAction; | 
|---|
 | 413 |   this->requestedAction = WA_NONE; | 
|---|
 | 414 |  | 
|---|
 | 415 |   switch (action) | 
|---|
| [4885] | 416 |   { | 
|---|
| [7350] | 417 |     case WA_SHOOT: | 
|---|
| [9869] | 418 |     return this->fireW(); | 
|---|
 | 419 |     break; | 
|---|
| [7350] | 420 |     case WA_CHARGE: | 
|---|
| [9869] | 421 |     return this->chargeW(); | 
|---|
 | 422 |     break; | 
|---|
| [7350] | 423 |     case WA_RELOAD: | 
|---|
| [9869] | 424 |     return this->reloadW(); | 
|---|
 | 425 |     break; | 
|---|
| [7350] | 426 |     case WA_DEACTIVATE: | 
|---|
| [9869] | 427 |     return this->deactivateW(); | 
|---|
 | 428 |     break; | 
|---|
| [7350] | 429 |     case WA_ACTIVATE: | 
|---|
| [9869] | 430 |     return this->activateW(); | 
|---|
 | 431 |     break; | 
|---|
| [8316] | 432 |     default: | 
|---|
| [9869] | 433 |     PRINTF(2)("Action %s Not Implemented yet \n", Weapon::actionToChar(action)); | 
|---|
 | 434 |     return false; | 
|---|
| [4885] | 435 |   } | 
|---|
| [3583] | 436 | } | 
|---|
| [3577] | 437 |  | 
|---|
| [4597] | 438 | /** | 
|---|
| [4894] | 439 |  * checks and activates the Weapon. | 
|---|
 | 440 |  * @return true on success. | 
|---|
| [4892] | 441 |  */ | 
|---|
 | 442 | bool Weapon::activateW() | 
|---|
| [3583] | 443 | { | 
|---|
| [6438] | 444 |   //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 445 |   { | 
|---|
| [6433] | 446 |     // play Sound | 
|---|
| [9869] | 447 |     if (likely(this->soundBuffers[WA_ACTIVATE].loaded())) | 
|---|
| [4892] | 448 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| [6444] | 449 |     this->updateWidgets(); | 
|---|
| [6438] | 450 |     // activate | 
|---|
| [9406] | 451 |     PRINTF(4)("Activating the Weapon %s\n", this->getCName()); | 
|---|
| [4892] | 452 |     this->activate(); | 
|---|
| [4895] | 453 |     // setting up for next action | 
|---|
| [4926] | 454 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 455 |   } | 
|---|
| [8316] | 456 |   return true; | 
|---|
| [3583] | 457 | } | 
|---|
| [3577] | 458 |  | 
|---|
| [4597] | 459 | /** | 
|---|
| [4894] | 460 |  * checks and deactivates the Weapon | 
|---|
 | 461 |  * @return true on success. | 
|---|
| [4892] | 462 |  */ | 
|---|
 | 463 | bool Weapon::deactivateW() | 
|---|
| [3583] | 464 | { | 
|---|
| [6438] | 465 |   //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 466 |   { | 
|---|
| [9406] | 467 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getCName()); | 
|---|
| [6438] | 468 |     // play Sound | 
|---|
| [9869] | 469 |     if (this->soundBuffers[WA_DEACTIVATE].loaded()) | 
|---|
| [4892] | 470 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 471 |     // deactivate | 
|---|
| [4892] | 472 |     this->deactivate(); | 
|---|
| [4926] | 473 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 474 |   } | 
|---|
| [8316] | 475 |  | 
|---|
 | 476 |   return true; | 
|---|
| [3583] | 477 | } | 
|---|
| [3577] | 478 |  | 
|---|
| [4892] | 479 | /** | 
|---|
| [4894] | 480 |  * checks and charges the Weapon | 
|---|
 | 481 |  * @return true on success. | 
|---|
| [4892] | 482 |  */ | 
|---|
 | 483 | bool Weapon::chargeW() | 
|---|
| [4885] | 484 | { | 
|---|
| [6671] | 485 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| [4892] | 486 |   { | 
|---|
| [6438] | 487 |     // playing Sound | 
|---|
| [9869] | 488 |     if (this->soundBuffers[WA_CHARGE].loaded()) | 
|---|
| [4892] | 489 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 490 |  | 
|---|
| [6438] | 491 |     // charge | 
|---|
| [4892] | 492 |     this->charge(); | 
|---|
| [6438] | 493 |     // setting up for the next state | 
|---|
| [4926] | 494 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 495 |   } | 
|---|
 | 496 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 497 |   { | 
|---|
 | 498 |     this->requestAction(WA_RELOAD); | 
|---|
 | 499 |   } | 
|---|
| [8316] | 500 |   return true; | 
|---|
| [4885] | 501 | } | 
|---|
| [3573] | 502 |  | 
|---|
| [4892] | 503 | /** | 
|---|
| [4894] | 504 |  * checks and fires the Weapon | 
|---|
 | 505 |  * @return true on success. | 
|---|
| [4892] | 506 |  */ | 
|---|
 | 507 | bool Weapon::fireW() | 
|---|
| [3575] | 508 | { | 
|---|
| [6438] | 509 |   //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| [6671] | 510 |   if (this->minCharge <= this->energy) | 
|---|
| [4892] | 511 |   { | 
|---|
| [6438] | 512 |     // playing Sound | 
|---|
| [9869] | 513 |     if (this->soundBuffers[WA_SHOOT].loaded()) | 
|---|
| [4892] | 514 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| [6444] | 515 |     this->updateWidgets(); | 
|---|
| [6438] | 516 |     // fire | 
|---|
| [6671] | 517 |     this->energy -= this->minCharge; | 
|---|
| [4892] | 518 |     this->fire(); | 
|---|
| [6438] | 519 |     // setting up for the next state | 
|---|
| [4926] | 520 |     this->enterState(WS_SHOOTING); | 
|---|
| [4892] | 521 |   } | 
|---|
 | 522 |   else  // reload if we still have the charge | 
|---|
 | 523 |   { | 
|---|
 | 524 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 525 |     this->execute(); | 
|---|
| [4892] | 526 |   } | 
|---|
| [8316] | 527 |   return true; | 
|---|
| [4892] | 528 | } | 
|---|
 | 529 |  | 
|---|
 | 530 | /** | 
|---|
| [4894] | 531 |  * checks and Reloads the Weapon | 
|---|
 | 532 |  * @return true on success. | 
|---|
| [4892] | 533 |  */ | 
|---|
 | 534 | bool Weapon::reloadW() | 
|---|
 | 535 | { | 
|---|
| [9406] | 536 |   PRINTF(4)("Reloading Weapon %s\n", this->getCName()); | 
|---|
| [9869] | 537 |   if (!this->ammoContainer.isNull() && | 
|---|
| [7350] | 538 |       unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| [4885] | 539 |   { | 
|---|
 | 540 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 541 |     this->execute(); | 
|---|
| [4892] | 542 |     return false; | 
|---|
| [4885] | 543 |   } | 
|---|
| [3573] | 544 |  | 
|---|
 | 545 |  | 
|---|
| [9869] | 546 |   if (this->soundBuffers[WA_RELOAD].loaded()) | 
|---|
| [4892] | 547 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 548 |  | 
|---|
| [9869] | 549 |   if (!this->ammoContainer.isNull()) | 
|---|
| [6671] | 550 |     this->ammoContainer->fillWeapon(this); | 
|---|
| [4885] | 551 |   else | 
|---|
 | 552 |   { | 
|---|
| [6671] | 553 |     this->energy = this->energyMax; | 
|---|
| [4885] | 554 |   } | 
|---|
| [6444] | 555 |   this->updateWidgets(); | 
|---|
| [4892] | 556 |   this->reload(); | 
|---|
| [4926] | 557 |   this->enterState(WS_RELOADING); | 
|---|
| [8316] | 558 |  | 
|---|
 | 559 |   return true; | 
|---|
| [4926] | 560 | } | 
|---|
| [3575] | 561 |  | 
|---|
| [4926] | 562 | /** | 
|---|
 | 563 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 564 |  * @param state the state to enter. | 
|---|
 | 565 |  */ | 
|---|
 | 566 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 567 | { | 
|---|
| [5041] | 568 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 569 |   // playing animation if availiable | 
|---|
 | 570 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 571 |     this->animation[state]->replay(); | 
|---|
 | 572 |  | 
|---|
| [6728] | 573 |   this->stateDuration += this->times[state]; | 
|---|
| [4926] | 574 |   this->currentState = state; | 
|---|
| [3575] | 575 | } | 
|---|
 | 576 |  | 
|---|
| [4927] | 577 | /////////////////// | 
|---|
 | 578 | //  WORLD-ENTITY // | 
|---|
 | 579 | // FUNCTIONALITY // | 
|---|
 | 580 | /////////////////// | 
|---|
| [3575] | 581 | /** | 
|---|
| [4885] | 582 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 583 | */ | 
|---|
| [6736] | 584 | bool Weapon::tickW(float dt) | 
|---|
| [4885] | 585 | { | 
|---|
| [4934] | 586 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 587 |  | 
|---|
| [4885] | 588 |   // setting up the timing properties | 
|---|
 | 589 |   this->stateDuration -= dt; | 
|---|
| [3575] | 590 |  | 
|---|
| [4949] | 591 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 592 |   { | 
|---|
| [4949] | 593 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 594 |     { | 
|---|
| [4949] | 595 |       this->currentState = WS_INACTIVE; | 
|---|
| [6736] | 596 |       return false; | 
|---|
| [4949] | 597 |     } | 
|---|
 | 598 |     else | 
|---|
 | 599 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 600 |  | 
|---|
| [4949] | 601 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 602 |     { | 
|---|
 | 603 |       this->stateDuration = -dt; | 
|---|
 | 604 |       this->execute(); | 
|---|
| [4885] | 605 |     } | 
|---|
 | 606 |   } | 
|---|
| [6736] | 607 |   return true; | 
|---|
| [4885] | 608 | } | 
|---|
 | 609 |  | 
|---|
| [3575] | 610 |  | 
|---|
 | 611 |  | 
|---|
 | 612 |  | 
|---|
| [4885] | 613 | ////////////////////// | 
|---|
 | 614 | // HELPER FUNCTIONS // | 
|---|
 | 615 | ////////////////////// | 
|---|
| [3576] | 616 | /** | 
|---|
| [4891] | 617 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 618 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 619 |  */ | 
|---|
 | 620 | bool Weapon::check() const | 
|---|
 | 621 | { | 
|---|
 | 622 |   bool retVal = true; | 
|---|
 | 623 |  | 
|---|
| [6438] | 624 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 625 |   { | 
|---|
| [5041] | 626 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 627 |     retVal = false; | 
|---|
 | 628 |   } | 
|---|
 | 629 |  | 
|---|
 | 630 |  | 
|---|
 | 631 |  | 
|---|
 | 632 |  | 
|---|
 | 633 |   return retVal; | 
|---|
 | 634 | } | 
|---|
 | 635 |  | 
|---|
 | 636 | /** | 
|---|
| [4885] | 637 |  * some nice debugging information about this Weapon | 
|---|
 | 638 |  */ | 
|---|
 | 639 | void Weapon::debug() const | 
|---|
 | 640 | { | 
|---|
| [9406] | 641 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| [6671] | 642 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 643 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 644 |  | 
|---|
 | 645 |  | 
|---|
| [4885] | 646 | } | 
|---|
| [3575] | 647 |  | 
|---|
| [5498] | 648 | //////////////////////////////////////////////////////// | 
|---|
 | 649 | // static Definitions (transormators for readability) // | 
|---|
 | 650 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 651 | /** | 
|---|
 | 652 |  * Converts a String into an Action. | 
|---|
 | 653 |  * @param action the String input holding the Action. | 
|---|
 | 654 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 655 |  */ | 
|---|
| [7221] | 656 | WeaponAction Weapon::charToAction(const std::string& action) | 
|---|
| [4885] | 657 | { | 
|---|
| [7221] | 658 |   if (action == "none") | 
|---|
| [4885] | 659 |     return WA_NONE; | 
|---|
| [7221] | 660 |   else if (action == "shoot") | 
|---|
| [4885] | 661 |     return WA_SHOOT; | 
|---|
| [7221] | 662 |   else if (action == "charge") | 
|---|
| [4885] | 663 |     return WA_CHARGE; | 
|---|
| [7221] | 664 |   else if (action == "reload") | 
|---|
| [4885] | 665 |     return WA_RELOAD; | 
|---|
| [7221] | 666 |   else if (action == "acitvate") | 
|---|
| [4885] | 667 |     return WA_ACTIVATE; | 
|---|
| [7221] | 668 |   else if (action == "deactivate") | 
|---|
| [4885] | 669 |     return WA_DEACTIVATE; | 
|---|
| [7221] | 670 |   else if (action == "special1") | 
|---|
| [4885] | 671 |     return WA_SPECIAL1; | 
|---|
 | 672 |   else | 
|---|
| [6438] | 673 |   { | 
|---|
| [7221] | 674 |     PRINTF(2)("action %s could not be identified.\n", action.c_str()); | 
|---|
| [6438] | 675 |     return WA_NONE; | 
|---|
 | 676 |   } | 
|---|
| [4885] | 677 | } | 
|---|
| [3575] | 678 |  | 
|---|
 | 679 | /** | 
|---|
| [4885] | 680 |  * converts an action into a String | 
|---|
 | 681 |  * @param action the action to convert | 
|---|
 | 682 |  * @return a String matching the name of the action | 
|---|
 | 683 |  */ | 
|---|
 | 684 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 685 | { | 
|---|
 | 686 |   switch (action) | 
|---|
 | 687 |   { | 
|---|
| [7350] | 688 |     case WA_SHOOT: | 
|---|
| [9869] | 689 |     return "shoot"; | 
|---|
 | 690 |     break; | 
|---|
| [7350] | 691 |     case WA_CHARGE: | 
|---|
| [9869] | 692 |     return "charge"; | 
|---|
 | 693 |     break; | 
|---|
| [7350] | 694 |     case WA_RELOAD: | 
|---|
| [9869] | 695 |     return "reload"; | 
|---|
 | 696 |     break; | 
|---|
| [7350] | 697 |     case WA_ACTIVATE: | 
|---|
| [9869] | 698 |     return "activate"; | 
|---|
 | 699 |     break; | 
|---|
| [7350] | 700 |     case WA_DEACTIVATE: | 
|---|
| [9869] | 701 |     return "deactivate"; | 
|---|
 | 702 |     break; | 
|---|
| [7350] | 703 |     case WA_SPECIAL1: | 
|---|
| [9869] | 704 |     return "special1"; | 
|---|
 | 705 |     break; | 
|---|
| [7350] | 706 |     default: | 
|---|
| [9869] | 707 |     return "none"; | 
|---|
 | 708 |     break; | 
|---|
| [4885] | 709 |   } | 
|---|
 | 710 | } | 
|---|
| [3577] | 711 |  | 
|---|
 | 712 | /** | 
|---|
| [4885] | 713 |  * Converts a String into a State. | 
|---|
 | 714 |  * @param state the String input holding the State. | 
|---|
 | 715 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 716 |  */ | 
|---|
| [7221] | 717 | WeaponState Weapon::charToState(const std::string& state) | 
|---|
| [4885] | 718 | { | 
|---|
| [7221] | 719 |   if (state == "none") | 
|---|
| [4885] | 720 |     return WS_NONE; | 
|---|
| [7221] | 721 |   else if (state == "shooting") | 
|---|
| [4885] | 722 |     return WS_SHOOTING; | 
|---|
| [7221] | 723 |   else if (state == "charging") | 
|---|
| [4885] | 724 |     return WS_CHARGING; | 
|---|
| [7221] | 725 |   else if (state == "reloading") | 
|---|
| [4885] | 726 |     return WS_RELOADING; | 
|---|
| [7221] | 727 |   else if (state == "activating") | 
|---|
| [4885] | 728 |     return WS_ACTIVATING; | 
|---|
| [7221] | 729 |   else if (state == "deactivating") | 
|---|
| [4885] | 730 |     return WS_DEACTIVATING; | 
|---|
| [7221] | 731 |   else if (state == "inactive") | 
|---|
| [4885] | 732 |     return WS_INACTIVE; | 
|---|
| [7221] | 733 |   else if (state == "idle") | 
|---|
| [4885] | 734 |     return WS_IDLE; | 
|---|
 | 735 |   else | 
|---|
| [6438] | 736 |   { | 
|---|
| [7221] | 737 |     PRINTF(2)("state %s could not be identified.\n", state.c_str()); | 
|---|
| [6438] | 738 |     return WS_NONE; | 
|---|
 | 739 |   } | 
|---|
| [4885] | 740 | } | 
|---|
| [3583] | 741 |  | 
|---|
 | 742 | /** | 
|---|
| [4885] | 743 |  * converts a State into a String | 
|---|
 | 744 |  * @param state the state to convert | 
|---|
 | 745 |  * @return a String matching the name of the state | 
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 | 746 |  */ | 
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 | 747 | const char* Weapon::stateToChar(WeaponState state) | 
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 | 748 | { | 
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 | 749 |   switch (state) | 
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 | 750 |   { | 
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| [7350] | 751 |     case WS_SHOOTING: | 
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| [9869] | 752 |     return "shooting"; | 
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 | 753 |     break; | 
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| [7350] | 754 |     case WS_CHARGING: | 
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| [9869] | 755 |     return "charging"; | 
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 | 756 |     break; | 
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| [7350] | 757 |     case WS_RELOADING: | 
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| [9869] | 758 |     return "reloading"; | 
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 | 759 |     break; | 
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| [7350] | 760 |     case WS_ACTIVATING: | 
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| [9869] | 761 |     return "activating"; | 
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 | 762 |     break; | 
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| [7350] | 763 |     case WS_DEACTIVATING: | 
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| [9869] | 764 |     return "deactivating"; | 
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 | 765 |     break; | 
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| [7350] | 766 |     case WS_IDLE: | 
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| [9869] | 767 |     return "idle"; | 
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 | 768 |     break; | 
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| [7350] | 769 |     case WS_INACTIVE: | 
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| [9869] | 770 |     return "inactive"; | 
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 | 771 |     break; | 
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| [7350] | 772 |     default: | 
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| [9869] | 773 |     return "none"; | 
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 | 774 |     break; | 
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| [4885] | 775 |   } | 
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 | 776 | } | 
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