| [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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| [10368] | 35 | #include "elements/glgui_energywidgetvertical.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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| [10368] | 121 |   this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource | 
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| [4885] | 122 |  | 
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| [10368] | 123 |   this->barrels = 1; | 
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 | 124 |   this->segs = 1; | 
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 | 125 |  | 
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| [10443] | 126 |   this->preferedSide = -1; | 
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 | 127 |   this->preferedSlot = -1; | 
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 | 128 |  | 
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| [10368] | 129 |   this->shootAnim = new Animation3D**[this->getBarrels()]; | 
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 | 130 |   for (int i = 0; i < this->getBarrels(); i++) | 
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 | 131 |     this->shootAnim[i] = new Animation3D* [this->getSegs()]; | 
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 | 132 |  | 
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 | 133 |   this->emissionPoint = new PNode*[this->barrels]; | 
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 | 134 |   for(int i = 0; i < this->barrels; i++){ | 
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 | 135 |     this->emissionPoint[i] = new PNode; | 
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 | 136 |     this->emissionPoint[i]->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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 | 137 |     this->emissionPoint[i]->setName("EmissionPoint"); | 
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 | 138 |     this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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 | 139 |   } | 
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 | 140 |  | 
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| [6920] | 141 |   this->defaultTarget = NULL;                      //< Nothing is Targeted by default. | 
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| [6756] | 142 |  | 
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| [9869] | 143 |   this->projectile = NullClass::staticClassID();         //< No Projectile Class is Connected to this weapon | 
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| [5498] | 144 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| [4885] | 145 |  | 
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| [5498] | 146 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| [4906] | 147 |  | 
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| [5498] | 148 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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 | 149 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| [4927] | 150 |  | 
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| [6671] | 151 |   this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
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| [5498] | 152 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
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 | 153 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| [6438] | 154 |  | 
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 | 155 |   this->energyWidget = NULL; | 
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| [6695] | 156 |  | 
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 | 157 |   // set this object to be synchronized over network | 
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 | 158 |   //this->setSynchronized(true); | 
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| [3573] | 159 | } | 
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 | 160 |  | 
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| [5498] | 161 | /** | 
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| [10368] | 162 |  * needed, if there are more than one barrel or segments | 
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 | 163 |  */ | 
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| [10443] | 164 | void Weapon::init2() | 
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| [10368] | 165 | { | 
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 | 166 |   if (this->barrels == 1 && this->segs == 1) | 
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 | 167 |     return; | 
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 | 168 |  | 
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 | 169 |   delete this->emissionPoint[0]; | 
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 | 170 |   delete this->emissionPoint; | 
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 | 171 |   delete this->shootAnim[0]; | 
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 | 172 |   delete this->shootAnim; | 
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 | 173 |  | 
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 | 174 |   this->shootAnim = new Animation3D**[this->barrels]; | 
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 | 175 |   this->emissionPoint = new PNode*[this->barrels]; | 
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 | 176 |   for(int i = 0; i < this->barrels; i++){ | 
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 | 177 |     this->emissionPoint[i] = new PNode; | 
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 | 178 |     this->emissionPoint[i]->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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 | 179 |     this->emissionPoint[i]->setName("EmissionPoint"); | 
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 | 180 |     this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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 | 181 |     this->shootAnim[i] = new Animation3D* [this->segs]; | 
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 | 182 |   } | 
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 | 183 | } | 
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 | 184 |  | 
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 | 185 | /** | 
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 | 186 |  * deconstructor for init2 | 
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 | 187 |  */ | 
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 | 188 | void Weapon::deconstr() | 
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 | 189 | { | 
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 | 190 |   for(int i = 0; i < this->barrels; i++) { | 
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 | 191 |     delete this->emissionPoint[i]; | 
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 | 192 |     for (int j = 0; j < this->segs; j++) | 
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 | 193 |       delete this->shootAnim[i][j]; | 
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 | 194 |     delete this->shootAnim[i]; | 
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 | 195 |   } | 
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 | 196 |  | 
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 | 197 |   delete this->emissionPoint; | 
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 | 198 |   delete this->shootAnim; | 
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 | 199 | } | 
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 | 200 |  | 
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 | 201 | /** | 
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| [5498] | 202 |  * loads the Parameters of a Weapon | 
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 | 203 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 204 |  */ | 
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| [4972] | 205 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 206 | { | 
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| [6512] | 207 |   WorldEntity::loadParams(root); | 
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| [4972] | 208 |  | 
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| [7102] | 209 |   LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) | 
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| [6438] | 210 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| [10443] | 211 |  | 
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 | 212 |   LoadParam(root, "energy", this, Weapon, setEnergyMax) | 
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 | 213 |   .describe("number of shoots/ energy whatever"); | 
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 | 214 |  | 
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 | 215 |   LoadParam(root, "slot", this, Weapon, setPreferedSlot) | 
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 | 216 |   .describe("slot this weapon will be added"); | 
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| [10368] | 217 | /* | 
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| [5671] | 218 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [10368] | 219 |   .describe("Sets the Point of emission of this weapon (1: EmmsionVector; 2: EmissionPoint)");*/ | 
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| [4972] | 220 |  | 
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| [5671] | 221 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [6438] | 222 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| [4972] | 223 |  | 
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| [5671] | 224 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [6438] | 225 |   .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] | 226 | } | 
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 | 227 |  | 
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| [6728] | 228 |  | 
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| [4947] | 229 | /** | 
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 | 230 |  * sets the Projectile to use for this weapon. | 
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 | 231 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 232 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 233 |  * | 
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| [5498] | 234 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 235 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 236 |  */ | 
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| [9869] | 237 | void Weapon::setProjectileType(const ClassID& projectile) | 
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| [4947] | 238 | { | 
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 | 239 |   this->projectile = projectile; | 
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 | 240 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 241 |   if (this->projectileFactory == NULL) | 
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| [4979] | 242 |   { | 
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 | 243 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 244 |     return; | 
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| [4979] | 245 |   } | 
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| [4948] | 246 |   else | 
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 | 247 |   { | 
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 | 248 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 249 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| [6431] | 250 |     this->minCharge = pj->getMinEnergy(); | 
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| [6700] | 251 |     this->maxCharge = pj->getHealthMax(); | 
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| [4948] | 252 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 253 |     this->projectileFactory->kill(pj); | 
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| [4948] | 254 |   } | 
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| [4979] | 255 | } | 
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| [3573] | 256 |  | 
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| [6728] | 257 |  | 
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| [4891] | 258 | /** | 
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| [4950] | 259 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 260 |  * @param projectile the Name of the Projectile. | 
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 | 261 |  */ | 
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| [7221] | 262 | void Weapon::setProjectileTypeC(const std::string& projectile) | 
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| [4950] | 263 | { | 
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 | 264 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 265 |   if (tmpFac != NULL) | 
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 | 266 |   { | 
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| [5356] | 267 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 268 |   } | 
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| [4972] | 269 |   else | 
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 | 270 |   { | 
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| [9406] | 271 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName()); | 
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| [4972] | 272 |   } | 
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| [4950] | 273 | } | 
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 | 274 |  | 
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| [6728] | 275 |  | 
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| [4950] | 276 | /** | 
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| [5356] | 277 |  * prepares Projectiles of the Weapon | 
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| [5498] | 278 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 279 |  */ | 
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 | 280 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 281 | { | 
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| [5357] | 282 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 283 |     projectileFactory->prepare(count); | 
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 | 284 |   else | 
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| [9406] | 285 |     PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName()); | 
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| [5356] | 286 | } | 
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 | 287 |  | 
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| [6728] | 288 |  | 
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| [5356] | 289 | /** | 
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 | 290 |  * resurects and returns a Projectile | 
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| [5498] | 291 |  * @returns a Projectile on success, NULL on error | 
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 | 292 |  * | 
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 | 293 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 294 |  *         2. No more Projectiles availiable. | 
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| [5356] | 295 |  */ | 
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 | 296 | Projectile* Weapon::getProjectile() | 
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 | 297 | { | 
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| [5357] | 298 |   if (likely (this->projectileFactory != NULL)) | 
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| [6142] | 299 |   { | 
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 | 300 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 301 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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 | 302 |     return pj; | 
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 | 303 |   } | 
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| [5356] | 304 |   else | 
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 | 305 |   { | 
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| [9406] | 306 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName()); | 
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| [5356] | 307 |     return NULL; | 
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 | 308 |   } | 
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 | 309 | } | 
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 | 310 |  | 
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 | 311 |  | 
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 | 312 | /** | 
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| [4892] | 313 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 314 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 315 |  */ | 
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| [10368] | 316 | void Weapon::setEmissionPoint(const Vector& point, int barrel) | 
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 | 317 | { | 
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 | 318 |   this->emissionPoint[barrel]->setRelCoor(point); | 
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 | 319 | } | 
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 | 320 |  | 
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| [4892] | 321 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 322 | { | 
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| [10368] | 323 |   this->emissionPoint[0]->setRelCoor(point); | 
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| [4892] | 324 | } | 
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 | 325 |  | 
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 | 326 | /** | 
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| [4891] | 327 |  * assigns a Sound-file to an action | 
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 | 328 |  * @param action the action the sound should be assigned too | 
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 | 329 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 330 |  */ | 
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| [7221] | 331 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) | 
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| [4885] | 332 | { | 
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 | 333 |   if (action >= WA_ACTION_COUNT) | 
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 | 334 |     return; | 
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| [4930] | 335 |  | 
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| [7221] | 336 |   else if (!soundFile.empty()) | 
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| [4885] | 337 |   { | 
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| [9869] | 338 |     this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile); | 
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 | 339 |     if (this->soundBuffers[action].loaded()) | 
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| [4885] | 340 |     { | 
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| [7221] | 341 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 342 |     } | 
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 | 343 |     else | 
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 | 344 |     { | 
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| [7221] | 345 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 346 |     } | 
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 | 347 |   } | 
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 | 348 |   else | 
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| [9869] | 349 |     this->soundBuffers[action] = OrxSound::SoundBuffer(); | 
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| [4885] | 350 | } | 
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 | 351 |  | 
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| [6728] | 352 |  | 
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| [4893] | 353 | /** | 
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| [4895] | 354 |  * creates/returns an Animation3D for a certain State. | 
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 | 355 |  * @param state what State should the Animation be created/returned for | 
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 | 356 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 357 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 358 |  * | 
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 | 359 |  * This function does only generate the Animation Object, and if set it will | 
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 | 360 |  * automatically be executed, when a certain State is reached. | 
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 | 361 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
|---|
 | 362 |  */ | 
|---|
| [4895] | 363 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
|---|
| [4893] | 364 | { | 
|---|
| [4895] | 365 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
|---|
| [4893] | 366 |     return NULL; | 
|---|
 | 367 |  | 
|---|
| [4895] | 368 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
|---|
| [4893] | 369 |   { | 
|---|
| [4895] | 370 |     if (likely(node != NULL)) | 
|---|
 | 371 |       return this->animation[state] = new Animation3D(node); | 
|---|
 | 372 |     else | 
|---|
 | 373 |     { | 
|---|
 | 374 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
|---|
 | 375 |       return NULL; | 
|---|
 | 376 |     } | 
|---|
| [4893] | 377 |   } | 
|---|
| [4895] | 378 |   else | 
|---|
 | 379 |     return this->animation[state]; | 
|---|
| [4893] | 380 | } | 
|---|
 | 381 |  | 
|---|
| [10368] | 382 | Animation3D* Weapon::getAnimation(int barrel, int seg, PNode* node) | 
|---|
 | 383 | { | 
|---|
 | 384 |   if (barrel >= this->getBarrels() || seg >= this->getSegs()) // if the state is not known | 
|---|
 | 385 |     return NULL; | 
|---|
 | 386 |  | 
|---|
 | 387 |   if (unlikely(this->shootAnim[barrel][seg] == NULL)) // if the animation does not exist yet create it. | 
|---|
 | 388 |   { | 
|---|
 | 389 |     if (likely(node != NULL)) | 
|---|
 | 390 |       return this->shootAnim[barrel][seg] = new Animation3D(node); | 
|---|
 | 391 |     else | 
|---|
 | 392 |     { | 
|---|
 | 393 | //       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
|---|
 | 394 |       return NULL; | 
|---|
 | 395 |     } | 
|---|
 | 396 |   } | 
|---|
 | 397 |   else | 
|---|
 | 398 |     return this->shootAnim[barrel][seg]; | 
|---|
 | 399 | } | 
|---|
 | 400 |  | 
|---|
| [7779] | 401 | OrxGui::GLGuiWidget* Weapon::getEnergyWidget() | 
|---|
| [6438] | 402 | { | 
|---|
| [10368] | 403 |   if ( this->energyWidget == NULL) | 
|---|
| [6438] | 404 |   { | 
|---|
| [10368] | 405 |     this->energyWidget = new OrxGui::GLGuiEnergyWidgetVertical(); | 
|---|
 | 406 |     //this->energyWidget->setDisplayedName(this->getClassCName()); | 
|---|
| [6438] | 407 |     this->energyWidget->setSize2D( 20, 100); | 
|---|
 | 408 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
|---|
 | 409 |     this->energyWidget->setValue(this->getEnergy()); | 
|---|
 | 410 |   } | 
|---|
 | 411 |   return this->energyWidget; | 
|---|
 | 412 | } | 
|---|
 | 413 |  | 
|---|
 | 414 | void Weapon::updateWidgets() | 
|---|
 | 415 | { | 
|---|
 | 416 |   if (this->energyWidget != NULL) | 
|---|
 | 417 |   { | 
|---|
 | 418 |     this->energyWidget->setMaximum(this->energyMax); | 
|---|
 | 419 |     this->energyWidget->setValue(this->energy); | 
|---|
 | 420 |   } | 
|---|
 | 421 | } | 
|---|
 | 422 |  | 
|---|
| [4892] | 423 | ///////////////// | 
|---|
 | 424 | //  EXECUTION  // | 
|---|
 | 425 | // GAME ACTION // | 
|---|
 | 426 | ///////////////// | 
|---|
| [4597] | 427 | /** | 
|---|
| [4885] | 428 |  * request an action that should be executed, | 
|---|
 | 429 |  * @param action the next action to take | 
|---|
 | 430 |  * | 
|---|
 | 431 |  * This function must be called instead of the actions (like fire/reload...) | 
|---|
 | 432 |  * to make all the checks needed to have a usefull WeaponSystem. | 
|---|
 | 433 |  */ | 
|---|
 | 434 | void Weapon::requestAction(WeaponAction action) | 
|---|
 | 435 | { | 
|---|
| [4906] | 436 |   if (likely(this->isActive())) | 
|---|
| [4885] | 437 |   { | 
|---|
| [10368] | 438 |     /** Disabled for releaseFire() from WM*/ | 
|---|
| [4906] | 439 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 440 |       return; | 
|---|
| [5041] | 441 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
|---|
| [4885] | 442 |     this->requestedAction = action; | 
|---|
 | 443 |   } | 
|---|
| [4906] | 444 |   //else | 
|---|
 | 445 |   else if (unlikely(action == WA_ACTIVATE)) | 
|---|
 | 446 |   { | 
|---|
 | 447 |     this->currentState = WS_ACTIVATING; | 
|---|
| [4926] | 448 |     this->requestedAction = WA_ACTIVATE; | 
|---|
| [4906] | 449 |   } | 
|---|
| [4885] | 450 | } | 
|---|
| [3577] | 451 |  | 
|---|
| [6728] | 452 |  | 
|---|
| [4890] | 453 | /** | 
|---|
 | 454 |  * adds energy to the Weapon | 
|---|
 | 455 |  * @param energyToAdd The amount of energy | 
|---|
 | 456 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
 | 457 |  */ | 
|---|
 | 458 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
 | 459 | { | 
|---|
 | 460 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
 | 461 |  | 
|---|
 | 462 |   if (maxAddEnergy >= energyToAdd) | 
|---|
 | 463 |   { | 
|---|
 | 464 |     this->energy += energyToAdd; | 
|---|
| [10368] | 465 |     this->updateWidgets(); | 
|---|
| [4890] | 466 |     return 0.0; | 
|---|
 | 467 |   } | 
|---|
 | 468 |   else | 
|---|
 | 469 |   { | 
|---|
 | 470 |     this->energy += maxAddEnergy; | 
|---|
| [10368] | 471 |     this->updateWidgets(); | 
|---|
| [4890] | 472 |     return energyToAdd - maxAddEnergy; | 
|---|
 | 473 |   } | 
|---|
| [10443] | 474 |  | 
|---|
| [4890] | 475 | } | 
|---|
 | 476 |  | 
|---|
| [6728] | 477 |  | 
|---|
| [5498] | 478 | //////////////////////////////////////////////////////////// | 
|---|
 | 479 | // WEAPON INTERNALS                                       // | 
|---|
 | 480 | // These are functions, that no other Weapon should over- // | 
|---|
 | 481 | // write. No class has direct Access to them, as it is    // | 
|---|
 | 482 | // quite a complicated process, handling a Weapon from    // | 
|---|
 | 483 | // the outside                                            // | 
|---|
 | 484 | //////////////////////////////////////////////////////////// | 
|---|
| [4891] | 485 | /** | 
|---|
 | 486 |  * executes an action, and with it starts a new State. | 
|---|
 | 487 |  * @return true, if it worked, false otherwise | 
|---|
 | 488 |  * | 
|---|
 | 489 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
 | 490 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
 | 491 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
 | 492 |  */ | 
|---|
| [4885] | 493 | bool Weapon::execute() | 
|---|
| [3583] | 494 | { | 
|---|
| [7729] | 495 | #if DEBUG_LEVEL > 4 | 
|---|
| [4885] | 496 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 497 |   this->debug(); | 
|---|
| [4906] | 498 | #endif | 
|---|
| [4885] | 499 |  | 
|---|
| [4926] | 500 |   WeaponAction action = this->requestedAction; | 
|---|
 | 501 |   this->requestedAction = WA_NONE; | 
|---|
 | 502 |  | 
|---|
 | 503 |   switch (action) | 
|---|
| [4885] | 504 |   { | 
|---|
| [7350] | 505 |     case WA_SHOOT: | 
|---|
| [9869] | 506 |     return this->fireW(); | 
|---|
 | 507 |     break; | 
|---|
| [7350] | 508 |     case WA_CHARGE: | 
|---|
| [9869] | 509 |     return this->chargeW(); | 
|---|
 | 510 |     break; | 
|---|
| [7350] | 511 |     case WA_RELOAD: | 
|---|
| [9869] | 512 |     return this->reloadW(); | 
|---|
 | 513 |     break; | 
|---|
| [7350] | 514 |     case WA_DEACTIVATE: | 
|---|
| [9869] | 515 |     return this->deactivateW(); | 
|---|
 | 516 |     break; | 
|---|
| [7350] | 517 |     case WA_ACTIVATE: | 
|---|
| [9869] | 518 |     return this->activateW(); | 
|---|
 | 519 |     break; | 
|---|
| [8316] | 520 |     default: | 
|---|
| [10368] | 521 |     PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action)); | 
|---|
| [9869] | 522 |     return false; | 
|---|
| [4885] | 523 |   } | 
|---|
| [3583] | 524 | } | 
|---|
| [3577] | 525 |  | 
|---|
| [4597] | 526 | /** | 
|---|
| [4894] | 527 |  * checks and activates the Weapon. | 
|---|
 | 528 |  * @return true on success. | 
|---|
| [4892] | 529 |  */ | 
|---|
 | 530 | bool Weapon::activateW() | 
|---|
| [3583] | 531 | { | 
|---|
| [6438] | 532 |   //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 533 |   { | 
|---|
| [6433] | 534 |     // play Sound | 
|---|
| [9869] | 535 |     if (likely(this->soundBuffers[WA_ACTIVATE].loaded())) | 
|---|
| [4892] | 536 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| [6444] | 537 |     this->updateWidgets(); | 
|---|
| [6438] | 538 |     // activate | 
|---|
| [9406] | 539 |     PRINTF(4)("Activating the Weapon %s\n", this->getCName()); | 
|---|
| [4892] | 540 |     this->activate(); | 
|---|
| [4895] | 541 |     // setting up for next action | 
|---|
| [4926] | 542 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 543 |   } | 
|---|
| [8316] | 544 |   return true; | 
|---|
| [3583] | 545 | } | 
|---|
| [3577] | 546 |  | 
|---|
| [4597] | 547 | /** | 
|---|
| [4894] | 548 |  * checks and deactivates the Weapon | 
|---|
 | 549 |  * @return true on success. | 
|---|
| [4892] | 550 |  */ | 
|---|
 | 551 | bool Weapon::deactivateW() | 
|---|
| [3583] | 552 | { | 
|---|
| [6438] | 553 |   //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 554 |   { | 
|---|
| [9406] | 555 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getCName()); | 
|---|
| [6438] | 556 |     // play Sound | 
|---|
| [9869] | 557 |     if (this->soundBuffers[WA_DEACTIVATE].loaded()) | 
|---|
| [4892] | 558 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 559 |     // deactivate | 
|---|
| [4892] | 560 |     this->deactivate(); | 
|---|
| [4926] | 561 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 562 |   } | 
|---|
| [8316] | 563 |  | 
|---|
 | 564 |   return true; | 
|---|
| [3583] | 565 | } | 
|---|
| [3577] | 566 |  | 
|---|
| [4892] | 567 | /** | 
|---|
| [4894] | 568 |  * checks and charges the Weapon | 
|---|
 | 569 |  * @return true on success. | 
|---|
| [4892] | 570 |  */ | 
|---|
 | 571 | bool Weapon::chargeW() | 
|---|
| [4885] | 572 | { | 
|---|
| [6671] | 573 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| [4892] | 574 |   { | 
|---|
| [6438] | 575 |     // playing Sound | 
|---|
| [9869] | 576 |     if (this->soundBuffers[WA_CHARGE].loaded()) | 
|---|
| [4892] | 577 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 578 |  | 
|---|
| [6438] | 579 |     // charge | 
|---|
| [4892] | 580 |     this->charge(); | 
|---|
| [6438] | 581 |     // setting up for the next state | 
|---|
| [4926] | 582 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 583 |   } | 
|---|
 | 584 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 585 |   { | 
|---|
 | 586 |     this->requestAction(WA_RELOAD); | 
|---|
 | 587 |   } | 
|---|
| [8316] | 588 |   return true; | 
|---|
| [4885] | 589 | } | 
|---|
| [3573] | 590 |  | 
|---|
| [4892] | 591 | /** | 
|---|
| [4894] | 592 |  * checks and fires the Weapon | 
|---|
 | 593 |  * @return true on success. | 
|---|
| [4892] | 594 |  */ | 
|---|
 | 595 | bool Weapon::fireW() | 
|---|
| [3575] | 596 | { | 
|---|
| [10368] | 597 | //   printf("fireW Weapon\n"); | 
|---|
| [6438] | 598 |   //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| [6671] | 599 |   if (this->minCharge <= this->energy) | 
|---|
| [4892] | 600 |   { | 
|---|
| [6438] | 601 |     // playing Sound | 
|---|
| [9869] | 602 |     if (this->soundBuffers[WA_SHOOT].loaded()) | 
|---|
| [4892] | 603 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| [6438] | 604 |     // fire | 
|---|
| [6671] | 605 |     this->energy -= this->minCharge; | 
|---|
| [4892] | 606 |     this->fire(); | 
|---|
| [6438] | 607 |     // setting up for the next state | 
|---|
| [4926] | 608 |     this->enterState(WS_SHOOTING); | 
|---|
| [10368] | 609 |     this->updateWidgets(); | 
|---|
| [4892] | 610 |   } | 
|---|
 | 611 |   else  // reload if we still have the charge | 
|---|
 | 612 |   { | 
|---|
 | 613 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 614 |     this->execute(); | 
|---|
| [4892] | 615 |   } | 
|---|
| [8316] | 616 |   return true; | 
|---|
| [4892] | 617 | } | 
|---|
 | 618 |  | 
|---|
 | 619 | /** | 
|---|
| [4894] | 620 |  * checks and Reloads the Weapon | 
|---|
 | 621 |  * @return true on success. | 
|---|
| [4892] | 622 |  */ | 
|---|
 | 623 | bool Weapon::reloadW() | 
|---|
 | 624 | { | 
|---|
| [9406] | 625 |   PRINTF(4)("Reloading Weapon %s\n", this->getCName()); | 
|---|
| [9869] | 626 |   if (!this->ammoContainer.isNull() && | 
|---|
| [7350] | 627 |       unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| [4885] | 628 |   { | 
|---|
| [10368] | 629 |     //this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 630 |     this->execute(); | 
|---|
| [4892] | 631 |     return false; | 
|---|
| [4885] | 632 |   } | 
|---|
| [3573] | 633 |  | 
|---|
 | 634 |  | 
|---|
| [9869] | 635 |   if (this->soundBuffers[WA_RELOAD].loaded()) | 
|---|
| [4892] | 636 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 637 |  | 
|---|
| [9869] | 638 |   if (!this->ammoContainer.isNull()) | 
|---|
| [6671] | 639 |     this->ammoContainer->fillWeapon(this); | 
|---|
| [4885] | 640 |   else | 
|---|
 | 641 |   { | 
|---|
| [6671] | 642 |     this->energy = this->energyMax; | 
|---|
| [4885] | 643 |   } | 
|---|
| [6444] | 644 |   this->updateWidgets(); | 
|---|
| [4892] | 645 |   this->reload(); | 
|---|
| [4926] | 646 |   this->enterState(WS_RELOADING); | 
|---|
| [8316] | 647 |  | 
|---|
 | 648 |   return true; | 
|---|
| [4926] | 649 | } | 
|---|
| [3575] | 650 |  | 
|---|
| [4926] | 651 | /** | 
|---|
 | 652 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 653 |  * @param state the state to enter. | 
|---|
 | 654 |  */ | 
|---|
 | 655 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 656 | { | 
|---|
| [5041] | 657 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 658 |   // playing animation if availiable | 
|---|
 | 659 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 660 |     this->animation[state]->replay(); | 
|---|
 | 661 |  | 
|---|
| [6728] | 662 |   this->stateDuration += this->times[state]; | 
|---|
| [4926] | 663 |   this->currentState = state; | 
|---|
| [3575] | 664 | } | 
|---|
 | 665 |  | 
|---|
| [4927] | 666 | /////////////////// | 
|---|
 | 667 | //  WORLD-ENTITY // | 
|---|
 | 668 | // FUNCTIONALITY // | 
|---|
 | 669 | /////////////////// | 
|---|
| [3575] | 670 | /** | 
|---|
| [4885] | 671 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 672 | */ | 
|---|
| [6736] | 673 | bool Weapon::tickW(float dt) | 
|---|
| [4885] | 674 | { | 
|---|
| [4934] | 675 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 676 |  | 
|---|
| [4885] | 677 |   // setting up the timing properties | 
|---|
 | 678 |   this->stateDuration -= dt; | 
|---|
| [3575] | 679 |  | 
|---|
| [4949] | 680 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 681 |   { | 
|---|
| [4949] | 682 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 683 |     { | 
|---|
| [4949] | 684 |       this->currentState = WS_INACTIVE; | 
|---|
| [6736] | 685 |       return false; | 
|---|
| [4949] | 686 |     } | 
|---|
 | 687 |     else | 
|---|
 | 688 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 689 |  | 
|---|
| [4949] | 690 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 691 |     { | 
|---|
 | 692 |       this->stateDuration = -dt; | 
|---|
 | 693 |       this->execute(); | 
|---|
| [4885] | 694 |     } | 
|---|
 | 695 |   } | 
|---|
| [6736] | 696 |   return true; | 
|---|
| [4885] | 697 | } | 
|---|
 | 698 |  | 
|---|
| [3575] | 699 |  | 
|---|
 | 700 |  | 
|---|
 | 701 |  | 
|---|
| [4885] | 702 | ////////////////////// | 
|---|
 | 703 | // HELPER FUNCTIONS // | 
|---|
 | 704 | ////////////////////// | 
|---|
| [3576] | 705 | /** | 
|---|
| [4891] | 706 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 707 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 708 |  */ | 
|---|
 | 709 | bool Weapon::check() const | 
|---|
 | 710 | { | 
|---|
 | 711 |   bool retVal = true; | 
|---|
 | 712 |  | 
|---|
| [6438] | 713 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 714 |   { | 
|---|
| [5041] | 715 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 716 |     retVal = false; | 
|---|
 | 717 |   } | 
|---|
 | 718 |  | 
|---|
 | 719 |  | 
|---|
 | 720 |  | 
|---|
 | 721 |  | 
|---|
 | 722 |   return retVal; | 
|---|
 | 723 | } | 
|---|
 | 724 |  | 
|---|
 | 725 | /** | 
|---|
| [4885] | 726 |  * some nice debugging information about this Weapon | 
|---|
 | 727 |  */ | 
|---|
 | 728 | void Weapon::debug() const | 
|---|
 | 729 | { | 
|---|
| [9406] | 730 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| [6671] | 731 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 732 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 733 |  | 
|---|
 | 734 |  | 
|---|
| [4885] | 735 | } | 
|---|
| [3575] | 736 |  | 
|---|
| [5498] | 737 | //////////////////////////////////////////////////////// | 
|---|
 | 738 | // static Definitions (transormators for readability) // | 
|---|
 | 739 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 740 | /** | 
|---|
 | 741 |  * Converts a String into an Action. | 
|---|
 | 742 |  * @param action the String input holding the Action. | 
|---|
 | 743 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 744 |  */ | 
|---|
| [7221] | 745 | WeaponAction Weapon::charToAction(const std::string& action) | 
|---|
| [4885] | 746 | { | 
|---|
| [7221] | 747 |   if (action == "none") | 
|---|
| [4885] | 748 |     return WA_NONE; | 
|---|
| [7221] | 749 |   else if (action == "shoot") | 
|---|
| [4885] | 750 |     return WA_SHOOT; | 
|---|
| [7221] | 751 |   else if (action == "charge") | 
|---|
| [4885] | 752 |     return WA_CHARGE; | 
|---|
| [7221] | 753 |   else if (action == "reload") | 
|---|
| [4885] | 754 |     return WA_RELOAD; | 
|---|
| [7221] | 755 |   else if (action == "acitvate") | 
|---|
| [4885] | 756 |     return WA_ACTIVATE; | 
|---|
| [7221] | 757 |   else if (action == "deactivate") | 
|---|
| [4885] | 758 |     return WA_DEACTIVATE; | 
|---|
| [7221] | 759 |   else if (action == "special1") | 
|---|
| [4885] | 760 |     return WA_SPECIAL1; | 
|---|
 | 761 |   else | 
|---|
| [6438] | 762 |   { | 
|---|
| [7221] | 763 |     PRINTF(2)("action %s could not be identified.\n", action.c_str()); | 
|---|
| [6438] | 764 |     return WA_NONE; | 
|---|
 | 765 |   } | 
|---|
| [4885] | 766 | } | 
|---|
| [3575] | 767 |  | 
|---|
 | 768 | /** | 
|---|
| [4885] | 769 |  * converts an action into a String | 
|---|
 | 770 |  * @param action the action to convert | 
|---|
 | 771 |  * @return a String matching the name of the action | 
|---|
 | 772 |  */ | 
|---|
 | 773 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 774 | { | 
|---|
 | 775 |   switch (action) | 
|---|
 | 776 |   { | 
|---|
| [7350] | 777 |     case WA_SHOOT: | 
|---|
| [9869] | 778 |     return "shoot"; | 
|---|
 | 779 |     break; | 
|---|
| [7350] | 780 |     case WA_CHARGE: | 
|---|
| [9869] | 781 |     return "charge"; | 
|---|
 | 782 |     break; | 
|---|
| [7350] | 783 |     case WA_RELOAD: | 
|---|
| [9869] | 784 |     return "reload"; | 
|---|
 | 785 |     break; | 
|---|
| [7350] | 786 |     case WA_ACTIVATE: | 
|---|
| [9869] | 787 |     return "activate"; | 
|---|
 | 788 |     break; | 
|---|
| [7350] | 789 |     case WA_DEACTIVATE: | 
|---|
| [9869] | 790 |     return "deactivate"; | 
|---|
 | 791 |     break; | 
|---|
| [7350] | 792 |     case WA_SPECIAL1: | 
|---|
| [9869] | 793 |     return "special1"; | 
|---|
 | 794 |     break; | 
|---|
| [7350] | 795 |     default: | 
|---|
| [9869] | 796 |     return "none"; | 
|---|
 | 797 |     break; | 
|---|
| [4885] | 798 |   } | 
|---|
 | 799 | } | 
|---|
| [3577] | 800 |  | 
|---|
 | 801 | /** | 
|---|
| [4885] | 802 |  * Converts a String into a State. | 
|---|
 | 803 |  * @param state the String input holding the State. | 
|---|
 | 804 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 805 |  */ | 
|---|
| [7221] | 806 | WeaponState Weapon::charToState(const std::string& state) | 
|---|
| [4885] | 807 | { | 
|---|
| [7221] | 808 |   if (state == "none") | 
|---|
| [4885] | 809 |     return WS_NONE; | 
|---|
| [7221] | 810 |   else if (state == "shooting") | 
|---|
| [4885] | 811 |     return WS_SHOOTING; | 
|---|
| [7221] | 812 |   else if (state == "charging") | 
|---|
| [4885] | 813 |     return WS_CHARGING; | 
|---|
| [7221] | 814 |   else if (state == "reloading") | 
|---|
| [4885] | 815 |     return WS_RELOADING; | 
|---|
| [7221] | 816 |   else if (state == "activating") | 
|---|
| [4885] | 817 |     return WS_ACTIVATING; | 
|---|
| [7221] | 818 |   else if (state == "deactivating") | 
|---|
| [4885] | 819 |     return WS_DEACTIVATING; | 
|---|
| [7221] | 820 |   else if (state == "inactive") | 
|---|
| [4885] | 821 |     return WS_INACTIVE; | 
|---|
| [7221] | 822 |   else if (state == "idle") | 
|---|
| [4885] | 823 |     return WS_IDLE; | 
|---|
 | 824 |   else | 
|---|
| [6438] | 825 |   { | 
|---|
| [7221] | 826 |     PRINTF(2)("state %s could not be identified.\n", state.c_str()); | 
|---|
| [6438] | 827 |     return WS_NONE; | 
|---|
 | 828 |   } | 
|---|
| [4885] | 829 | } | 
|---|
| [3583] | 830 |  | 
|---|
 | 831 | /** | 
|---|
| [4885] | 832 |  * converts a State into a String | 
|---|
 | 833 |  * @param state the state to convert | 
|---|
 | 834 |  * @return a String matching the name of the state | 
|---|
 | 835 |  */ | 
|---|
 | 836 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 837 | { | 
|---|
 | 838 |   switch (state) | 
|---|
 | 839 |   { | 
|---|
| [7350] | 840 |     case WS_SHOOTING: | 
|---|
| [9869] | 841 |     return "shooting"; | 
|---|
 | 842 |     break; | 
|---|
| [7350] | 843 |     case WS_CHARGING: | 
|---|
| [9869] | 844 |     return "charging"; | 
|---|
 | 845 |     break; | 
|---|
| [7350] | 846 |     case WS_RELOADING: | 
|---|
| [9869] | 847 |     return "reloading"; | 
|---|
 | 848 |     break; | 
|---|
| [7350] | 849 |     case WS_ACTIVATING: | 
|---|
| [9869] | 850 |     return "activating"; | 
|---|
 | 851 |     break; | 
|---|
| [7350] | 852 |     case WS_DEACTIVATING: | 
|---|
| [9869] | 853 |     return "deactivating"; | 
|---|
 | 854 |     break; | 
|---|
| [7350] | 855 |     case WS_IDLE: | 
|---|
| [9869] | 856 |     return "idle"; | 
|---|
 | 857 |     break; | 
|---|
| [7350] | 858 |     case WS_INACTIVE: | 
|---|
| [9869] | 859 |     return "inactive"; | 
|---|
 | 860 |     break; | 
|---|
| [7350] | 861 |     default: | 
|---|
| [9869] | 862 |     return "none"; | 
|---|
 | 863 |     break; | 
|---|
| [4885] | 864 |   } | 
|---|
 | 865 | } | 
|---|