| [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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| [10698] | 136 |     this->emissionPoint[i]->setParent(this);  //Parenting emissionPoint to Weapons | 
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| [10368] | 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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| [10516] | 156 |   isEnergyWidgetInitialized = false; | 
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| [6695] | 157 |  | 
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 | 158 |   // set this object to be synchronized over network | 
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 | 159 |   //this->setSynchronized(true); | 
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| [3573] | 160 | } | 
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 | 161 |  | 
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| [5498] | 162 | /** | 
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 | 163 |  * loads the Parameters of a Weapon | 
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 | 164 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 165 |  */ | 
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| [4972] | 166 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 167 | { | 
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| [6512] | 168 |   WorldEntity::loadParams(root); | 
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| [4972] | 169 |  | 
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| [7102] | 170 |   LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) | 
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| [6438] | 171 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| [10443] | 172 |  | 
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 | 173 |   LoadParam(root, "energy", this, Weapon, setEnergyMax) | 
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 | 174 |   .describe("number of shoots/ energy whatever"); | 
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 | 175 |  | 
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 | 176 |   LoadParam(root, "slot", this, Weapon, setPreferedSlot) | 
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 | 177 |   .describe("slot this weapon will be added"); | 
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| [10368] | 178 | /* | 
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| [5671] | 179 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [10368] | 180 |   .describe("Sets the Point of emission of this weapon (1: EmmsionVector; 2: EmissionPoint)");*/ | 
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| [4972] | 181 |  | 
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| [5671] | 182 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [6438] | 183 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| [4972] | 184 |  | 
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| [5671] | 185 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [6438] | 186 |   .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] | 187 | } | 
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 | 188 |  | 
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| [6728] | 189 |  | 
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| [4947] | 190 | /** | 
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 | 191 |  * sets the Projectile to use for this weapon. | 
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 | 192 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 193 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 194 |  * | 
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| [5498] | 195 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 196 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 197 |  */ | 
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| [9869] | 198 | void Weapon::setProjectileType(const ClassID& projectile) | 
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| [4947] | 199 | { | 
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 | 200 |   this->projectile = projectile; | 
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 | 201 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 202 |   if (this->projectileFactory == NULL) | 
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| [4979] | 203 |   { | 
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 | 204 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 205 |     return; | 
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| [4979] | 206 |   } | 
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| [4948] | 207 |   else | 
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 | 208 |   { | 
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 | 209 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 210 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| [6431] | 211 |     this->minCharge = pj->getMinEnergy(); | 
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| [6700] | 212 |     this->maxCharge = pj->getHealthMax(); | 
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| [4948] | 213 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 214 |     this->projectileFactory->kill(pj); | 
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| [4948] | 215 |   } | 
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| [4979] | 216 | } | 
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| [3573] | 217 |  | 
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| [6728] | 218 |  | 
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| [4891] | 219 | /** | 
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| [4950] | 220 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 221 |  * @param projectile the Name of the Projectile. | 
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 | 222 |  */ | 
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| [7221] | 223 | void Weapon::setProjectileTypeC(const std::string& projectile) | 
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| [4950] | 224 | { | 
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 | 225 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 226 |   if (tmpFac != NULL) | 
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 | 227 |   { | 
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| [5356] | 228 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 229 |   } | 
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| [4972] | 230 |   else | 
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 | 231 |   { | 
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| [9406] | 232 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName()); | 
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| [4972] | 233 |   } | 
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| [4950] | 234 | } | 
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 | 235 |  | 
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| [6728] | 236 |  | 
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| [4950] | 237 | /** | 
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| [5356] | 238 |  * prepares Projectiles of the Weapon | 
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| [5498] | 239 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 240 |  */ | 
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 | 241 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 242 | { | 
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| [5357] | 243 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 244 |     projectileFactory->prepare(count); | 
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 | 245 |   else | 
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| [9406] | 246 |     PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName()); | 
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| [5356] | 247 | } | 
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 | 248 |  | 
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| [6728] | 249 |  | 
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| [5356] | 250 | /** | 
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 | 251 |  * resurects and returns a Projectile | 
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| [5498] | 252 |  * @returns a Projectile on success, NULL on error | 
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 | 253 |  * | 
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 | 254 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 255 |  *         2. No more Projectiles availiable. | 
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| [5356] | 256 |  */ | 
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 | 257 | Projectile* Weapon::getProjectile() | 
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 | 258 | { | 
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| [5357] | 259 |   if (likely (this->projectileFactory != NULL)) | 
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| [6142] | 260 |   { | 
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 | 261 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 262 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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 | 263 |     return pj; | 
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 | 264 |   } | 
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| [5356] | 265 |   else | 
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 | 266 |   { | 
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| [9406] | 267 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName()); | 
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| [5356] | 268 |     return NULL; | 
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 | 269 |   } | 
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 | 270 | } | 
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 | 271 |  | 
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 | 272 |  | 
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 | 273 | /** | 
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| [4892] | 274 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 275 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 276 |  */ | 
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| [10368] | 277 | void Weapon::setEmissionPoint(const Vector& point, int barrel) | 
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 | 278 | { | 
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 | 279 |   this->emissionPoint[barrel]->setRelCoor(point); | 
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 | 280 | } | 
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 | 281 |  | 
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| [4892] | 282 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 283 | { | 
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| [10368] | 284 |   this->emissionPoint[0]->setRelCoor(point); | 
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| [4892] | 285 | } | 
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 | 286 |  | 
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 | 287 | /** | 
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| [4891] | 288 |  * assigns a Sound-file to an action | 
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 | 289 |  * @param action the action the sound should be assigned too | 
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 | 290 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 291 |  */ | 
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| [7221] | 292 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) | 
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| [4885] | 293 | { | 
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 | 294 |   if (action >= WA_ACTION_COUNT) | 
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 | 295 |     return; | 
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| [4930] | 296 |  | 
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| [7221] | 297 |   else if (!soundFile.empty()) | 
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| [4885] | 298 |   { | 
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| [9869] | 299 |     this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile); | 
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 | 300 |     if (this->soundBuffers[action].loaded()) | 
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| [4885] | 301 |     { | 
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| [7221] | 302 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 303 |     } | 
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 | 304 |     else | 
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 | 305 |     { | 
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| [7221] | 306 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 307 |     } | 
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 | 308 |   } | 
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 | 309 |   else | 
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| [9869] | 310 |     this->soundBuffers[action] = OrxSound::SoundBuffer(); | 
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| [4885] | 311 | } | 
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 | 312 |  | 
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| [6728] | 313 |  | 
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| [4893] | 314 | /** | 
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| [4895] | 315 |  * creates/returns an Animation3D for a certain State. | 
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 | 316 |  * @param state what State should the Animation be created/returned for | 
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 | 317 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 318 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 319 |  * | 
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 | 320 |  * This function does only generate the Animation Object, and if set it will | 
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 | 321 |  * automatically be executed, when a certain State is reached. | 
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 | 322 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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 | 323 |  */ | 
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| [4895] | 324 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| [4893] | 325 | { | 
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| [4895] | 326 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| [4893] | 327 |     return NULL; | 
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 | 328 |  | 
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| [4895] | 329 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| [4893] | 330 |   { | 
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| [4895] | 331 |     if (likely(node != NULL)) | 
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 | 332 |       return this->animation[state] = new Animation3D(node); | 
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 | 333 |     else | 
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 | 334 |     { | 
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 | 335 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 336 |       return NULL; | 
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 | 337 |     } | 
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| [4893] | 338 |   } | 
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| [4895] | 339 |   else | 
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 | 340 |     return this->animation[state]; | 
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| [4893] | 341 | } | 
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 | 342 |  | 
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| [10368] | 343 | Animation3D* Weapon::getAnimation(int barrel, int seg, PNode* node) | 
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 | 344 | { | 
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 | 345 |   if (barrel >= this->getBarrels() || seg >= this->getSegs()) // if the state is not known | 
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 | 346 |     return NULL; | 
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 | 347 |  | 
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 | 348 |   if (unlikely(this->shootAnim[barrel][seg] == NULL)) // if the animation does not exist yet create it. | 
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 | 349 |   { | 
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 | 350 |     if (likely(node != NULL)) | 
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 | 351 |       return this->shootAnim[barrel][seg] = new Animation3D(node); | 
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 | 352 |     else | 
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 | 353 |     { | 
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 | 354 | //       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 355 |       return NULL; | 
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 | 356 |     } | 
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 | 357 |   } | 
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 | 358 |   else | 
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 | 359 |     return this->shootAnim[barrel][seg]; | 
|---|
 | 360 | } | 
|---|
 | 361 |  | 
|---|
| [7779] | 362 | OrxGui::GLGuiWidget* Weapon::getEnergyWidget() | 
|---|
| [6438] | 363 | { | 
|---|
| [10368] | 364 |   if ( this->energyWidget == NULL) | 
|---|
| [6438] | 365 |   { | 
|---|
| [10368] | 366 |     this->energyWidget = new OrxGui::GLGuiEnergyWidgetVertical(); | 
|---|
 | 367 |     //this->energyWidget->setDisplayedName(this->getClassCName()); | 
|---|
| [6438] | 368 |     this->energyWidget->setSize2D( 20, 100); | 
|---|
 | 369 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
|---|
 | 370 |     this->energyWidget->setValue(this->getEnergy()); | 
|---|
 | 371 |   } | 
|---|
 | 372 |   return this->energyWidget; | 
|---|
 | 373 | } | 
|---|
 | 374 |  | 
|---|
 | 375 | void Weapon::updateWidgets() | 
|---|
 | 376 | { | 
|---|
 | 377 |   if (this->energyWidget != NULL) | 
|---|
 | 378 |   { | 
|---|
 | 379 |     this->energyWidget->setMaximum(this->energyMax); | 
|---|
 | 380 |     this->energyWidget->setValue(this->energy); | 
|---|
 | 381 |   } | 
|---|
 | 382 | } | 
|---|
 | 383 |  | 
|---|
| [4892] | 384 | ///////////////// | 
|---|
 | 385 | //  EXECUTION  // | 
|---|
 | 386 | // GAME ACTION // | 
|---|
 | 387 | ///////////////// | 
|---|
| [4597] | 388 | /** | 
|---|
| [4885] | 389 |  * request an action that should be executed, | 
|---|
 | 390 |  * @param action the next action to take | 
|---|
 | 391 |  * | 
|---|
 | 392 |  * This function must be called instead of the actions (like fire/reload...) | 
|---|
 | 393 |  * to make all the checks needed to have a usefull WeaponSystem. | 
|---|
 | 394 |  */ | 
|---|
 | 395 | void Weapon::requestAction(WeaponAction action) | 
|---|
 | 396 | { | 
|---|
| [4906] | 397 |   if (likely(this->isActive())) | 
|---|
| [4885] | 398 |   { | 
|---|
| [10368] | 399 |     /** Disabled for releaseFire() from WM*/ | 
|---|
| [4906] | 400 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 401 |       return; | 
|---|
| [10529] | 402 |     PRINTF(5)("%s: next action will be %s in %f seconds\n", this->getCName(), actionToChar(action), this->stateDuration); | 
|---|
| [4885] | 403 |     this->requestedAction = action; | 
|---|
 | 404 |   } | 
|---|
| [4906] | 405 |   //else | 
|---|
 | 406 |   else if (unlikely(action == WA_ACTIVATE)) | 
|---|
 | 407 |   { | 
|---|
 | 408 |     this->currentState = WS_ACTIVATING; | 
|---|
| [4926] | 409 |     this->requestedAction = WA_ACTIVATE; | 
|---|
| [4906] | 410 |   } | 
|---|
| [4885] | 411 | } | 
|---|
| [3577] | 412 |  | 
|---|
| [6728] | 413 |  | 
|---|
| [4890] | 414 | /** | 
|---|
 | 415 |  * adds energy to the Weapon | 
|---|
 | 416 |  * @param energyToAdd The amount of energy | 
|---|
 | 417 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
 | 418 |  */ | 
|---|
 | 419 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
 | 420 | { | 
|---|
 | 421 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
 | 422 |  | 
|---|
 | 423 |   if (maxAddEnergy >= energyToAdd) | 
|---|
 | 424 |   { | 
|---|
 | 425 |     this->energy += energyToAdd; | 
|---|
| [10368] | 426 |     this->updateWidgets(); | 
|---|
| [4890] | 427 |     return 0.0; | 
|---|
 | 428 |   } | 
|---|
 | 429 |   else | 
|---|
 | 430 |   { | 
|---|
 | 431 |     this->energy += maxAddEnergy; | 
|---|
| [10368] | 432 |     this->updateWidgets(); | 
|---|
| [4890] | 433 |     return energyToAdd - maxAddEnergy; | 
|---|
 | 434 |   } | 
|---|
| [10443] | 435 |  | 
|---|
| [4890] | 436 | } | 
|---|
 | 437 |  | 
|---|
| [6728] | 438 |  | 
|---|
| [5498] | 439 | //////////////////////////////////////////////////////////// | 
|---|
 | 440 | // WEAPON INTERNALS                                       // | 
|---|
 | 441 | // These are functions, that no other Weapon should over- // | 
|---|
 | 442 | // write. No class has direct Access to them, as it is    // | 
|---|
 | 443 | // quite a complicated process, handling a Weapon from    // | 
|---|
 | 444 | // the outside                                            // | 
|---|
 | 445 | //////////////////////////////////////////////////////////// | 
|---|
| [4891] | 446 | /** | 
|---|
 | 447 |  * executes an action, and with it starts a new State. | 
|---|
 | 448 |  * @return true, if it worked, false otherwise | 
|---|
 | 449 |  * | 
|---|
 | 450 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
 | 451 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
 | 452 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
 | 453 |  */ | 
|---|
| [4885] | 454 | bool Weapon::execute() | 
|---|
| [3583] | 455 | { | 
|---|
| [7729] | 456 | #if DEBUG_LEVEL > 4 | 
|---|
| [4885] | 457 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 458 |   this->debug(); | 
|---|
| [4906] | 459 | #endif | 
|---|
| [4885] | 460 |  | 
|---|
| [4926] | 461 |   WeaponAction action = this->requestedAction; | 
|---|
 | 462 |   this->requestedAction = WA_NONE; | 
|---|
 | 463 |  | 
|---|
 | 464 |   switch (action) | 
|---|
| [4885] | 465 |   { | 
|---|
| [7350] | 466 |     case WA_SHOOT: | 
|---|
| [9869] | 467 |     return this->fireW(); | 
|---|
 | 468 |     break; | 
|---|
| [7350] | 469 |     case WA_CHARGE: | 
|---|
| [9869] | 470 |     return this->chargeW(); | 
|---|
 | 471 |     break; | 
|---|
| [7350] | 472 |     case WA_RELOAD: | 
|---|
| [9869] | 473 |     return this->reloadW(); | 
|---|
 | 474 |     break; | 
|---|
| [7350] | 475 |     case WA_DEACTIVATE: | 
|---|
| [9869] | 476 |     return this->deactivateW(); | 
|---|
 | 477 |     break; | 
|---|
| [7350] | 478 |     case WA_ACTIVATE: | 
|---|
| [9869] | 479 |     return this->activateW(); | 
|---|
 | 480 |     break; | 
|---|
| [8316] | 481 |     default: | 
|---|
| [10368] | 482 |     PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action)); | 
|---|
| [9869] | 483 |     return false; | 
|---|
| [4885] | 484 |   } | 
|---|
| [3583] | 485 | } | 
|---|
| [3577] | 486 |  | 
|---|
| [4597] | 487 | /** | 
|---|
| [4894] | 488 |  * checks and activates the Weapon. | 
|---|
 | 489 |  * @return true on success. | 
|---|
| [4892] | 490 |  */ | 
|---|
 | 491 | bool Weapon::activateW() | 
|---|
| [3583] | 492 | { | 
|---|
| [6438] | 493 |   //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 494 |   { | 
|---|
| [6433] | 495 |     // play Sound | 
|---|
| [9869] | 496 |     if (likely(this->soundBuffers[WA_ACTIVATE].loaded())) | 
|---|
| [4892] | 497 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| [6444] | 498 |     this->updateWidgets(); | 
|---|
| [6438] | 499 |     // activate | 
|---|
| [9406] | 500 |     PRINTF(4)("Activating the Weapon %s\n", this->getCName()); | 
|---|
| [4892] | 501 |     this->activate(); | 
|---|
| [4895] | 502 |     // setting up for next action | 
|---|
| [4926] | 503 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 504 |   } | 
|---|
| [8316] | 505 |   return true; | 
|---|
| [3583] | 506 | } | 
|---|
| [3577] | 507 |  | 
|---|
| [4597] | 508 | /** | 
|---|
| [4894] | 509 |  * checks and deactivates the Weapon | 
|---|
 | 510 |  * @return true on success. | 
|---|
| [4892] | 511 |  */ | 
|---|
 | 512 | bool Weapon::deactivateW() | 
|---|
| [3583] | 513 | { | 
|---|
| [6438] | 514 |   //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 515 |   { | 
|---|
| [9406] | 516 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getCName()); | 
|---|
| [6438] | 517 |     // play Sound | 
|---|
| [9869] | 518 |     if (this->soundBuffers[WA_DEACTIVATE].loaded()) | 
|---|
| [4892] | 519 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 520 |     // deactivate | 
|---|
| [4892] | 521 |     this->deactivate(); | 
|---|
| [4926] | 522 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 523 |   } | 
|---|
| [8316] | 524 |  | 
|---|
 | 525 |   return true; | 
|---|
| [3583] | 526 | } | 
|---|
| [3577] | 527 |  | 
|---|
| [4892] | 528 | /** | 
|---|
| [4894] | 529 |  * checks and charges the Weapon | 
|---|
 | 530 |  * @return true on success. | 
|---|
| [4892] | 531 |  */ | 
|---|
 | 532 | bool Weapon::chargeW() | 
|---|
| [4885] | 533 | { | 
|---|
| [6671] | 534 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| [4892] | 535 |   { | 
|---|
| [6438] | 536 |     // playing Sound | 
|---|
| [9869] | 537 |     if (this->soundBuffers[WA_CHARGE].loaded()) | 
|---|
| [4892] | 538 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 539 |  | 
|---|
| [6438] | 540 |     // charge | 
|---|
| [4892] | 541 |     this->charge(); | 
|---|
| [6438] | 542 |     // setting up for the next state | 
|---|
| [4926] | 543 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 544 |   } | 
|---|
 | 545 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 546 |   { | 
|---|
 | 547 |     this->requestAction(WA_RELOAD); | 
|---|
 | 548 |   } | 
|---|
| [8316] | 549 |   return true; | 
|---|
| [4885] | 550 | } | 
|---|
| [3573] | 551 |  | 
|---|
| [4892] | 552 | /** | 
|---|
| [4894] | 553 |  * checks and fires the Weapon | 
|---|
 | 554 |  * @return true on success. | 
|---|
| [4892] | 555 |  */ | 
|---|
 | 556 | bool Weapon::fireW() | 
|---|
| [3575] | 557 | { | 
|---|
| [10368] | 558 | //   printf("fireW Weapon\n"); | 
|---|
| [6438] | 559 |   //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| [6671] | 560 |   if (this->minCharge <= this->energy) | 
|---|
| [4892] | 561 |   { | 
|---|
| [6438] | 562 |     // playing Sound | 
|---|
| [9869] | 563 |     if (this->soundBuffers[WA_SHOOT].loaded()) | 
|---|
| [4892] | 564 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| [6438] | 565 |     // fire | 
|---|
| [6671] | 566 |     this->energy -= this->minCharge; | 
|---|
| [4892] | 567 |     this->fire(); | 
|---|
| [6438] | 568 |     // setting up for the next state | 
|---|
| [4926] | 569 |     this->enterState(WS_SHOOTING); | 
|---|
| [10368] | 570 |     this->updateWidgets(); | 
|---|
| [4892] | 571 |   } | 
|---|
 | 572 |   else  // reload if we still have the charge | 
|---|
 | 573 |   { | 
|---|
 | 574 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 575 |     this->execute(); | 
|---|
| [4892] | 576 |   } | 
|---|
| [8316] | 577 |   return true; | 
|---|
| [4892] | 578 | } | 
|---|
 | 579 |  | 
|---|
 | 580 | /** | 
|---|
| [4894] | 581 |  * checks and Reloads the Weapon | 
|---|
 | 582 |  * @return true on success. | 
|---|
| [4892] | 583 |  */ | 
|---|
 | 584 | bool Weapon::reloadW() | 
|---|
 | 585 | { | 
|---|
| [9406] | 586 |   PRINTF(4)("Reloading Weapon %s\n", this->getCName()); | 
|---|
| [9869] | 587 |   if (!this->ammoContainer.isNull() && | 
|---|
| [7350] | 588 |       unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| [4885] | 589 |   { | 
|---|
| [10368] | 590 |     //this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 591 |     this->execute(); | 
|---|
| [4892] | 592 |     return false; | 
|---|
| [4885] | 593 |   } | 
|---|
| [3573] | 594 |  | 
|---|
 | 595 |  | 
|---|
| [9869] | 596 |   if (this->soundBuffers[WA_RELOAD].loaded()) | 
|---|
| [4892] | 597 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 598 |  | 
|---|
| [9869] | 599 |   if (!this->ammoContainer.isNull()) | 
|---|
| [6671] | 600 |     this->ammoContainer->fillWeapon(this); | 
|---|
| [4885] | 601 |   else | 
|---|
 | 602 |   { | 
|---|
| [6671] | 603 |     this->energy = this->energyMax; | 
|---|
| [4885] | 604 |   } | 
|---|
| [6444] | 605 |   this->updateWidgets(); | 
|---|
| [4892] | 606 |   this->reload(); | 
|---|
| [4926] | 607 |   this->enterState(WS_RELOADING); | 
|---|
| [8316] | 608 |  | 
|---|
 | 609 |   return true; | 
|---|
| [4926] | 610 | } | 
|---|
| [3575] | 611 |  | 
|---|
| [4926] | 612 | /** | 
|---|
 | 613 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 614 |  * @param state the state to enter. | 
|---|
 | 615 |  */ | 
|---|
 | 616 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 617 | { | 
|---|
| [5041] | 618 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 619 |   // playing animation if availiable | 
|---|
 | 620 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 621 |     this->animation[state]->replay(); | 
|---|
 | 622 |  | 
|---|
| [6728] | 623 |   this->stateDuration += this->times[state]; | 
|---|
| [4926] | 624 |   this->currentState = state; | 
|---|
| [3575] | 625 | } | 
|---|
 | 626 |  | 
|---|
| [4927] | 627 | /////////////////// | 
|---|
 | 628 | //  WORLD-ENTITY // | 
|---|
 | 629 | // FUNCTIONALITY // | 
|---|
 | 630 | /////////////////// | 
|---|
| [3575] | 631 | /** | 
|---|
| [4885] | 632 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 633 | */ | 
|---|
| [6736] | 634 | bool Weapon::tickW(float dt) | 
|---|
| [4885] | 635 | { | 
|---|
| [4934] | 636 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 637 |  | 
|---|
| [4885] | 638 |   // setting up the timing properties | 
|---|
 | 639 |   this->stateDuration -= dt; | 
|---|
| [3575] | 640 |  | 
|---|
| [4949] | 641 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 642 |   { | 
|---|
| [4949] | 643 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 644 |     { | 
|---|
| [4949] | 645 |       this->currentState = WS_INACTIVE; | 
|---|
| [6736] | 646 |       return false; | 
|---|
| [4949] | 647 |     } | 
|---|
 | 648 |     else | 
|---|
 | 649 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 650 |  | 
|---|
| [4949] | 651 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 652 |     { | 
|---|
 | 653 |       this->stateDuration = -dt; | 
|---|
 | 654 |       this->execute(); | 
|---|
| [4885] | 655 |     } | 
|---|
 | 656 |   } | 
|---|
| [6736] | 657 |   return true; | 
|---|
| [4885] | 658 | } | 
|---|
 | 659 |  | 
|---|
| [3575] | 660 |  | 
|---|
 | 661 |  | 
|---|
 | 662 |  | 
|---|
| [4885] | 663 | ////////////////////// | 
|---|
 | 664 | // HELPER FUNCTIONS // | 
|---|
 | 665 | ////////////////////// | 
|---|
| [3576] | 666 | /** | 
|---|
| [4891] | 667 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 668 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 669 |  */ | 
|---|
 | 670 | bool Weapon::check() const | 
|---|
 | 671 | { | 
|---|
 | 672 |   bool retVal = true; | 
|---|
 | 673 |  | 
|---|
| [6438] | 674 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 675 |   { | 
|---|
| [5041] | 676 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 677 |     retVal = false; | 
|---|
 | 678 |   } | 
|---|
 | 679 |  | 
|---|
 | 680 |  | 
|---|
 | 681 |  | 
|---|
 | 682 |  | 
|---|
 | 683 |   return retVal; | 
|---|
 | 684 | } | 
|---|
 | 685 |  | 
|---|
 | 686 | /** | 
|---|
| [4885] | 687 |  * some nice debugging information about this Weapon | 
|---|
 | 688 |  */ | 
|---|
 | 689 | void Weapon::debug() const | 
|---|
 | 690 | { | 
|---|
| [9406] | 691 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| [6671] | 692 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 693 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 694 |  | 
|---|
 | 695 |  | 
|---|
| [4885] | 696 | } | 
|---|
| [3575] | 697 |  | 
|---|
| [5498] | 698 | //////////////////////////////////////////////////////// | 
|---|
 | 699 | // static Definitions (transormators for readability) // | 
|---|
 | 700 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 701 | /** | 
|---|
 | 702 |  * Converts a String into an Action. | 
|---|
 | 703 |  * @param action the String input holding the Action. | 
|---|
 | 704 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 705 |  */ | 
|---|
| [7221] | 706 | WeaponAction Weapon::charToAction(const std::string& action) | 
|---|
| [4885] | 707 | { | 
|---|
| [7221] | 708 |   if (action == "none") | 
|---|
| [4885] | 709 |     return WA_NONE; | 
|---|
| [7221] | 710 |   else if (action == "shoot") | 
|---|
| [4885] | 711 |     return WA_SHOOT; | 
|---|
| [7221] | 712 |   else if (action == "charge") | 
|---|
| [4885] | 713 |     return WA_CHARGE; | 
|---|
| [7221] | 714 |   else if (action == "reload") | 
|---|
| [4885] | 715 |     return WA_RELOAD; | 
|---|
| [7221] | 716 |   else if (action == "acitvate") | 
|---|
| [4885] | 717 |     return WA_ACTIVATE; | 
|---|
| [7221] | 718 |   else if (action == "deactivate") | 
|---|
| [4885] | 719 |     return WA_DEACTIVATE; | 
|---|
| [7221] | 720 |   else if (action == "special1") | 
|---|
| [4885] | 721 |     return WA_SPECIAL1; | 
|---|
 | 722 |   else | 
|---|
| [6438] | 723 |   { | 
|---|
| [7221] | 724 |     PRINTF(2)("action %s could not be identified.\n", action.c_str()); | 
|---|
| [6438] | 725 |     return WA_NONE; | 
|---|
 | 726 |   } | 
|---|
| [4885] | 727 | } | 
|---|
| [3575] | 728 |  | 
|---|
 | 729 | /** | 
|---|
| [4885] | 730 |  * converts an action into a String | 
|---|
 | 731 |  * @param action the action to convert | 
|---|
 | 732 |  * @return a String matching the name of the action | 
|---|
 | 733 |  */ | 
|---|
 | 734 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 735 | { | 
|---|
 | 736 |   switch (action) | 
|---|
 | 737 |   { | 
|---|
| [7350] | 738 |     case WA_SHOOT: | 
|---|
| [9869] | 739 |     return "shoot"; | 
|---|
 | 740 |     break; | 
|---|
| [7350] | 741 |     case WA_CHARGE: | 
|---|
| [9869] | 742 |     return "charge"; | 
|---|
 | 743 |     break; | 
|---|
| [7350] | 744 |     case WA_RELOAD: | 
|---|
| [9869] | 745 |     return "reload"; | 
|---|
 | 746 |     break; | 
|---|
| [7350] | 747 |     case WA_ACTIVATE: | 
|---|
| [9869] | 748 |     return "activate"; | 
|---|
 | 749 |     break; | 
|---|
| [7350] | 750 |     case WA_DEACTIVATE: | 
|---|
| [9869] | 751 |     return "deactivate"; | 
|---|
 | 752 |     break; | 
|---|
| [7350] | 753 |     case WA_SPECIAL1: | 
|---|
| [9869] | 754 |     return "special1"; | 
|---|
 | 755 |     break; | 
|---|
| [7350] | 756 |     default: | 
|---|
| [9869] | 757 |     return "none"; | 
|---|
 | 758 |     break; | 
|---|
| [4885] | 759 |   } | 
|---|
 | 760 | } | 
|---|
| [3577] | 761 |  | 
|---|
 | 762 | /** | 
|---|
| [4885] | 763 |  * Converts a String into a State. | 
|---|
 | 764 |  * @param state the String input holding the State. | 
|---|
 | 765 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 766 |  */ | 
|---|
| [7221] | 767 | WeaponState Weapon::charToState(const std::string& state) | 
|---|
| [4885] | 768 | { | 
|---|
| [7221] | 769 |   if (state == "none") | 
|---|
| [4885] | 770 |     return WS_NONE; | 
|---|
| [7221] | 771 |   else if (state == "shooting") | 
|---|
| [4885] | 772 |     return WS_SHOOTING; | 
|---|
| [7221] | 773 |   else if (state == "charging") | 
|---|
| [4885] | 774 |     return WS_CHARGING; | 
|---|
| [7221] | 775 |   else if (state == "reloading") | 
|---|
| [4885] | 776 |     return WS_RELOADING; | 
|---|
| [7221] | 777 |   else if (state == "activating") | 
|---|
| [4885] | 778 |     return WS_ACTIVATING; | 
|---|
| [7221] | 779 |   else if (state == "deactivating") | 
|---|
| [4885] | 780 |     return WS_DEACTIVATING; | 
|---|
| [7221] | 781 |   else if (state == "inactive") | 
|---|
| [4885] | 782 |     return WS_INACTIVE; | 
|---|
| [7221] | 783 |   else if (state == "idle") | 
|---|
| [4885] | 784 |     return WS_IDLE; | 
|---|
 | 785 |   else | 
|---|
| [6438] | 786 |   { | 
|---|
| [7221] | 787 |     PRINTF(2)("state %s could not be identified.\n", state.c_str()); | 
|---|
| [6438] | 788 |     return WS_NONE; | 
|---|
 | 789 |   } | 
|---|
| [4885] | 790 | } | 
|---|
| [3583] | 791 |  | 
|---|
 | 792 | /** | 
|---|
| [4885] | 793 |  * converts a State into a String | 
|---|
 | 794 |  * @param state the state to convert | 
|---|
 | 795 |  * @return a String matching the name of the state | 
|---|
 | 796 |  */ | 
|---|
 | 797 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 798 | { | 
|---|
 | 799 |   switch (state) | 
|---|
 | 800 |   { | 
|---|
| [7350] | 801 |     case WS_SHOOTING: | 
|---|
| [9869] | 802 |     return "shooting"; | 
|---|
 | 803 |     break; | 
|---|
| [7350] | 804 |     case WS_CHARGING: | 
|---|
| [9869] | 805 |     return "charging"; | 
|---|
 | 806 |     break; | 
|---|
| [7350] | 807 |     case WS_RELOADING: | 
|---|
| [9869] | 808 |     return "reloading"; | 
|---|
 | 809 |     break; | 
|---|
| [7350] | 810 |     case WS_ACTIVATING: | 
|---|
| [9869] | 811 |     return "activating"; | 
|---|
 | 812 |     break; | 
|---|
| [7350] | 813 |     case WS_DEACTIVATING: | 
|---|
| [9869] | 814 |     return "deactivating"; | 
|---|
 | 815 |     break; | 
|---|
| [7350] | 816 |     case WS_IDLE: | 
|---|
| [9869] | 817 |     return "idle"; | 
|---|
 | 818 |     break; | 
|---|
| [7350] | 819 |     case WS_INACTIVE: | 
|---|
| [9869] | 820 |     return "inactive"; | 
|---|
 | 821 |     break; | 
|---|
| [7350] | 822 |     default: | 
|---|
| [9869] | 823 |     return "none"; | 
|---|
 | 824 |     break; | 
|---|
| [4885] | 825 |   } | 
|---|
 | 826 | } | 
|---|