| [3573] | 1 |  | 
|---|
| [4597] | 2 | /* | 
|---|
| [3573] | 3 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
 | 4 |  | 
|---|
 | 5 |    Copyright (C) 2004 orx | 
|---|
 | 6 |  | 
|---|
 | 7 |    This program is free software; you can redistribute it and/or modify | 
|---|
 | 8 |    it under the terms of the GNU General Public License as published by | 
|---|
 | 9 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
 | 10 |    any later version. | 
|---|
 | 11 |  | 
|---|
| [4826] | 12 | ### File Specific | 
|---|
| [3573] | 13 |    main-programmer: Patrick Boenzli | 
|---|
| [4832] | 14 |    co-programmer: Benjamin Grauer | 
|---|
| [4885] | 15 |  | 
|---|
 | 16 |    2005-07-15: Benjamin Grauer: restructurating the entire Class | 
|---|
| [3573] | 17 | */ | 
|---|
 | 18 |  | 
|---|
| [4885] | 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
|---|
 | 20 |  | 
|---|
| [4828] | 21 | #include "weapon.h" | 
|---|
 | 22 |  | 
|---|
| [5355] | 23 | #include "fast_factory.h" | 
|---|
| [4834] | 24 | #include "projectile.h" | 
|---|
 | 25 |  | 
|---|
| [5143] | 26 | #include "resource_manager.h" | 
|---|
| [4894] | 27 | #include "class_list.h" | 
|---|
| [4834] | 28 | #include "load_param.h" | 
|---|
| [4828] | 29 | #include "state.h" | 
|---|
| [4948] | 30 | #include "sound_engine.h" | 
|---|
| [4885] | 31 | #include "animation3d.h" | 
|---|
| [4948] | 32 | #include "vector.h" | 
|---|
| [3573] | 33 |  | 
|---|
| [4892] | 34 | //////////////////// | 
|---|
 | 35 | // INITAILISATION // | 
|---|
 | 36 | // SETTING VALUES // | 
|---|
 | 37 | //////////////////// | 
|---|
| [3870] | 38 | /** | 
|---|
| [4885] | 39 |  * standard constructor | 
|---|
 | 40 |  * | 
|---|
 | 41 |  * creates a new weapon | 
|---|
| [3575] | 42 | */ | 
|---|
| [5750] | 43 | Weapon::Weapon () | 
|---|
| [3620] | 44 | { | 
|---|
| [4885] | 45 |   this->init(); | 
|---|
| [3620] | 46 | } | 
|---|
| [3573] | 47 |  | 
|---|
| [3575] | 48 | /** | 
|---|
| [4885] | 49 |  * standard deconstructor | 
|---|
| [3575] | 50 | */ | 
|---|
| [4597] | 51 | Weapon::~Weapon () | 
|---|
| [3573] | 52 | { | 
|---|
| [4885] | 53 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
|---|
| [4894] | 54 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
|---|
| [4885] | 55 |       delete this->animation[i]; | 
|---|
 | 56 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
|---|
| [5302] | 57 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
|---|
| [4885] | 58 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
|---|
| [4959] | 59 |  | 
|---|
 | 60 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
|---|
 | 61 |     delete this->soundSource; | 
|---|
| [4885] | 62 | } | 
|---|
| [4597] | 63 |  | 
|---|
| [4885] | 64 | /** | 
|---|
 | 65 |  * initializes the Weapon with ALL default values | 
|---|
| [5498] | 66 |  * | 
|---|
 | 67 |  * This Sets the default values of the Weapon | 
|---|
| [4885] | 68 |  */ | 
|---|
 | 69 | void Weapon::init() | 
|---|
 | 70 | { | 
|---|
| [5498] | 71 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
|---|
 | 72 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
|---|
 | 73 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
|---|
 | 74 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
|---|
| [4885] | 75 |     { | 
|---|
| [5498] | 76 |       this->times[i] = 0.0;                        //< An infinitesimal duration | 
|---|
 | 77 |       this->animation[i] = NULL;                   //< No animation | 
|---|
| [4885] | 78 |     } | 
|---|
 | 79 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
|---|
| [5498] | 80 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
|---|
| [3888] | 81 |  | 
|---|
| [5498] | 82 |   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
|---|
 | 83 |   this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles | 
|---|
| [4885] | 84 |  | 
|---|
| [5498] | 85 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
|---|
 | 86 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
|---|
| [4885] | 87 |  | 
|---|
| [5498] | 88 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
|---|
| [4906] | 89 |  | 
|---|
| [5498] | 90 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
|---|
 | 91 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
|---|
| [4927] | 92 |  | 
|---|
| [5498] | 93 |   this->energyLoaded = .0;                         //< How much energy is loaded in the Gun. (Weapons must be charged befor usage) | 
|---|
 | 94 |   this->energyLoadedMax = 5.0;                     //< Each Weapon has a Maximum energy that can be charged onto it | 
|---|
 | 95 |   this->energy = .0;                               //< The secondary Buffer (before we have to reload) | 
|---|
 | 96 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
|---|
 | 97 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
|---|
| [3573] | 98 | } | 
|---|
 | 99 |  | 
|---|
| [5498] | 100 | /** | 
|---|
 | 101 |  * loads the Parameters of a Weapon | 
|---|
 | 102 |  * @param root the XML-Element to load the Weapons settings from | 
|---|
 | 103 |  */ | 
|---|
| [4972] | 104 | void Weapon::loadParams(const TiXmlElement* root) | 
|---|
 | 105 | { | 
|---|
 | 106 |   static_cast<WorldEntity*>(this)->loadParams(root); | 
|---|
 | 107 |  | 
|---|
| [5671] | 108 |   LoadParam(root, "projectile", this, Weapon, setProjectileType) | 
|---|
| [4972] | 109 |       .describe("Sets the name of the Projectile to load onto the Entity"); | 
|---|
 | 110 |  | 
|---|
| [5671] | 111 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
|---|
| [4972] | 112 |       .describe("Sets the Point of emission of this weapon"); | 
|---|
 | 113 |  | 
|---|
| [5671] | 114 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
|---|
| [4972] | 115 |       .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
|---|
 | 116 |  | 
|---|
| [5671] | 117 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
|---|
| [4972] | 118 |       .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))"); | 
|---|
 | 119 | } | 
|---|
 | 120 |  | 
|---|
| [4947] | 121 | /** | 
|---|
 | 122 |  * sets the Projectile to use for this weapon. | 
|---|
 | 123 |  * @param projectile The ID of the Projectile to use | 
|---|
| [4950] | 124 |  * @returns true, if it was sucessfull, false on error | 
|---|
| [4947] | 125 |  * | 
|---|
| [5498] | 126 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
|---|
 | 127 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
|---|
| [4947] | 128 |  */ | 
|---|
| [5356] | 129 | void Weapon::setProjectileType(ClassID projectile) | 
|---|
| [4947] | 130 | { | 
|---|
 | 131 |   if (projectile == CL_NULL) | 
|---|
| [4972] | 132 |     return; | 
|---|
| [4947] | 133 |   this->projectile = projectile; | 
|---|
 | 134 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
|---|
 | 135 |   if (this->projectileFactory == NULL) | 
|---|
| [4979] | 136 |   { | 
|---|
 | 137 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
|---|
| [4972] | 138 |     return; | 
|---|
| [4979] | 139 |   } | 
|---|
| [4948] | 140 |   else | 
|---|
 | 141 |   { | 
|---|
 | 142 |     // grabbing Parameters from the Projectile to have them at hand here. | 
|---|
 | 143 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
|---|
 | 144 |     this->minCharge = pj->getEnergyMin(); | 
|---|
 | 145 |     this->maxCharge = pj->getEnergyMax(); | 
|---|
 | 146 |     this->chargeable = pj->isChageable(); | 
|---|
| [4979] | 147 |     this->projectileFactory->kill(pj); | 
|---|
| [4948] | 148 |   } | 
|---|
| [4979] | 149 | } | 
|---|
| [3573] | 150 |  | 
|---|
| [4891] | 151 | /** | 
|---|
| [4950] | 152 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
|---|
 | 153 |  * @param projectile the Name of the Projectile. | 
|---|
 | 154 |  */ | 
|---|
| [5356] | 155 | void Weapon::setProjectileType(const char* projectile) | 
|---|
| [4950] | 156 | { | 
|---|
 | 157 |   if (projectile == NULL) | 
|---|
| [4972] | 158 |     return; | 
|---|
| [4950] | 159 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
|---|
 | 160 |   if (tmpFac != NULL) | 
|---|
 | 161 |   { | 
|---|
| [5356] | 162 |     this->setProjectileType(tmpFac->getStoredID()); | 
|---|
| [4950] | 163 |   } | 
|---|
| [4972] | 164 |   else | 
|---|
 | 165 |   { | 
|---|
| [5356] | 166 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); | 
|---|
| [4972] | 167 |   } | 
|---|
| [4950] | 168 | } | 
|---|
 | 169 |  | 
|---|
 | 170 | /** | 
|---|
| [5356] | 171 |  * prepares Projectiles of the Weapon | 
|---|
| [5498] | 172 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
|---|
| [5356] | 173 |  */ | 
|---|
 | 174 | void Weapon::prepareProjectiles(unsigned int count) | 
|---|
 | 175 | { | 
|---|
| [5357] | 176 |   if (likely(this->projectileFactory != NULL)) | 
|---|
| [5356] | 177 |     projectileFactory->prepare(count); | 
|---|
 | 178 |   else | 
|---|
| [5357] | 179 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
|---|
| [5356] | 180 | } | 
|---|
 | 181 |  | 
|---|
 | 182 | /** | 
|---|
 | 183 |  * resurects and returns a Projectile | 
|---|
| [5498] | 184 |  * @returns a Projectile on success, NULL on error | 
|---|
 | 185 |  * | 
|---|
 | 186 |  * errors: 1. (ProjectileFastFactory not Found) | 
|---|
 | 187 |  *         2. No more Projectiles availiable. | 
|---|
| [5356] | 188 |  */ | 
|---|
 | 189 | Projectile* Weapon::getProjectile() | 
|---|
 | 190 | { | 
|---|
| [5357] | 191 |   if (likely (this->projectileFactory != NULL)) | 
|---|
| [5356] | 192 |     return dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
|---|
 | 193 |   else | 
|---|
 | 194 |   { | 
|---|
| [5498] | 195 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
|---|
| [5356] | 196 |     return NULL; | 
|---|
 | 197 |   } | 
|---|
 | 198 | } | 
|---|
 | 199 |  | 
|---|
 | 200 |  | 
|---|
 | 201 | /** | 
|---|
| [4892] | 202 |  * sets the emissionPoint's relative position from the Weapon | 
|---|
 | 203 |  * @param point the Point relative to the mass-point of the Weapon | 
|---|
 | 204 |  */ | 
|---|
 | 205 | void Weapon::setEmissionPoint(const Vector& point) | 
|---|
 | 206 | { | 
|---|
 | 207 |   this->emissionPoint.setRelCoor(point); | 
|---|
 | 208 | } | 
|---|
 | 209 |  | 
|---|
 | 210 | /** | 
|---|
| [4891] | 211 |  * assigns a Sound-file to an action | 
|---|
 | 212 |  * @param action the action the sound should be assigned too | 
|---|
 | 213 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
|---|
 | 214 |  */ | 
|---|
| [4885] | 215 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
|---|
 | 216 | { | 
|---|
 | 217 |   if (action >= WA_ACTION_COUNT) | 
|---|
 | 218 |     return; | 
|---|
| [4930] | 219 |   if (this->soundBuffers[action] != NULL) | 
|---|
 | 220 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
|---|
 | 221 |  | 
|---|
| [4885] | 222 |   else if (soundFile != NULL) | 
|---|
 | 223 |   { | 
|---|
 | 224 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
|---|
 | 225 |     if (this->soundBuffers[action] != NULL) | 
|---|
 | 226 |     { | 
|---|
| [4967] | 227 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); | 
|---|
| [4885] | 228 |     } | 
|---|
 | 229 |     else | 
|---|
 | 230 |     { | 
|---|
| [5041] | 231 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); | 
|---|
| [4885] | 232 |     } | 
|---|
 | 233 |   } | 
|---|
 | 234 |   else | 
|---|
 | 235 |     this->soundBuffers[action] = NULL; | 
|---|
 | 236 | } | 
|---|
 | 237 |  | 
|---|
| [4893] | 238 | /** | 
|---|
| [4895] | 239 |  * creates/returns an Animation3D for a certain State. | 
|---|
 | 240 |  * @param state what State should the Animation be created/returned for | 
|---|
 | 241 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
|---|
 | 242 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
|---|
| [4893] | 243 |  * | 
|---|
 | 244 |  * This function does only generate the Animation Object, and if set it will | 
|---|
 | 245 |  * automatically be executed, when a certain State is reached. | 
|---|
 | 246 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
|---|
 | 247 |  */ | 
|---|
| [4895] | 248 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
|---|
| [4893] | 249 | { | 
|---|
| [4895] | 250 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
|---|
| [4893] | 251 |     return NULL; | 
|---|
 | 252 |  | 
|---|
| [4895] | 253 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
|---|
| [4893] | 254 |   { | 
|---|
| [4895] | 255 |     if (likely(node != NULL)) | 
|---|
 | 256 |       return this->animation[state] = new Animation3D(node); | 
|---|
 | 257 |     else | 
|---|
 | 258 |     { | 
|---|
 | 259 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
|---|
 | 260 |       return NULL; | 
|---|
 | 261 |     } | 
|---|
| [4893] | 262 |   } | 
|---|
| [4895] | 263 |   else | 
|---|
 | 264 |     return this->animation[state]; | 
|---|
| [4893] | 265 | } | 
|---|
 | 266 |  | 
|---|
| [4892] | 267 | ///////////////// | 
|---|
 | 268 | //  EXECUTION  // | 
|---|
 | 269 | // GAME ACTION // | 
|---|
 | 270 | ///////////////// | 
|---|
| [4597] | 271 | /** | 
|---|
| [4885] | 272 |  * request an action that should be executed, | 
|---|
 | 273 |  * @param action the next action to take | 
|---|
 | 274 |  * | 
|---|
 | 275 |  * This function must be called instead of the actions (like fire/reload...) | 
|---|
 | 276 |  * to make all the checks needed to have a usefull WeaponSystem. | 
|---|
 | 277 |  */ | 
|---|
 | 278 | void Weapon::requestAction(WeaponAction action) | 
|---|
 | 279 | { | 
|---|
| [4906] | 280 |   if (likely(this->isActive())) | 
|---|
| [4885] | 281 |   { | 
|---|
| [4906] | 282 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 283 |       return; | 
|---|
| [5041] | 284 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
|---|
| [4885] | 285 |     this->requestedAction = action; | 
|---|
 | 286 |   } | 
|---|
| [4906] | 287 |   //else | 
|---|
 | 288 |   else if (unlikely(action == WA_ACTIVATE)) | 
|---|
 | 289 |   { | 
|---|
 | 290 |     this->currentState = WS_ACTIVATING; | 
|---|
| [4926] | 291 |     this->requestedAction = WA_ACTIVATE; | 
|---|
| [4906] | 292 |   } | 
|---|
| [4885] | 293 | } | 
|---|
| [3577] | 294 |  | 
|---|
| [4890] | 295 | /** | 
|---|
 | 296 |  * adds energy to the Weapon | 
|---|
 | 297 |  * @param energyToAdd The amount of energy | 
|---|
 | 298 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
 | 299 |  */ | 
|---|
 | 300 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
 | 301 | { | 
|---|
 | 302 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
 | 303 |  | 
|---|
 | 304 |   if (maxAddEnergy >= energyToAdd) | 
|---|
 | 305 |   { | 
|---|
 | 306 |     this->energy += energyToAdd; | 
|---|
 | 307 |     return 0.0; | 
|---|
 | 308 |   } | 
|---|
 | 309 |   else | 
|---|
 | 310 |   { | 
|---|
 | 311 |     this->energy += maxAddEnergy; | 
|---|
 | 312 |     return energyToAdd - maxAddEnergy; | 
|---|
 | 313 |   } | 
|---|
 | 314 | } | 
|---|
 | 315 |  | 
|---|
| [5498] | 316 | //////////////////////////////////////////////////////////// | 
|---|
 | 317 | // WEAPON INTERNALS                                       // | 
|---|
 | 318 | // These are functions, that no other Weapon should over- // | 
|---|
 | 319 | // write. No class has direct Access to them, as it is    // | 
|---|
 | 320 | // quite a complicated process, handling a Weapon from    // | 
|---|
 | 321 | // the outside                                            // | 
|---|
 | 322 | //////////////////////////////////////////////////////////// | 
|---|
| [4891] | 323 | /** | 
|---|
 | 324 |  * executes an action, and with it starts a new State. | 
|---|
 | 325 |  * @return true, if it worked, false otherwise | 
|---|
 | 326 |  * | 
|---|
 | 327 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
 | 328 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
 | 329 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
 | 330 |  */ | 
|---|
| [4885] | 331 | bool Weapon::execute() | 
|---|
| [3583] | 332 | { | 
|---|
| [4906] | 333 | #if DEBUG > 4 | 
|---|
| [4885] | 334 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 335 |   this->debug(); | 
|---|
| [4906] | 336 | #endif | 
|---|
| [4885] | 337 |  | 
|---|
| [4926] | 338 |   WeaponAction action = this->requestedAction; | 
|---|
 | 339 |   this->requestedAction = WA_NONE; | 
|---|
 | 340 |  | 
|---|
 | 341 |   switch (action) | 
|---|
| [4885] | 342 |   { | 
|---|
 | 343 |     case WA_SHOOT: | 
|---|
| [4894] | 344 |       return this->fireW(); | 
|---|
| [4885] | 345 |       break; | 
|---|
 | 346 |     case WA_CHARGE: | 
|---|
| [4894] | 347 |       return this->chargeW(); | 
|---|
| [4885] | 348 |       break; | 
|---|
 | 349 |     case WA_RELOAD: | 
|---|
| [4894] | 350 |       return this->reloadW(); | 
|---|
| [4885] | 351 |       break; | 
|---|
 | 352 |     case WA_DEACTIVATE: | 
|---|
| [4894] | 353 |       return this->deactivateW(); | 
|---|
| [4885] | 354 |       break; | 
|---|
 | 355 |     case WA_ACTIVATE: | 
|---|
| [4894] | 356 |       return this->activateW(); | 
|---|
| [4885] | 357 |       break; | 
|---|
 | 358 |   } | 
|---|
| [3583] | 359 | } | 
|---|
| [3577] | 360 |  | 
|---|
| [4597] | 361 | /** | 
|---|
| [4894] | 362 |  * checks and activates the Weapon. | 
|---|
 | 363 |  * @return true on success. | 
|---|
| [4892] | 364 |  */ | 
|---|
 | 365 | bool Weapon::activateW() | 
|---|
| [3583] | 366 | { | 
|---|
| [4926] | 367 | //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 368 |   { | 
|---|
 | 369 |         // play Sound | 
|---|
| [4893] | 370 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
|---|
| [4892] | 371 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
 | 372 |         // activate | 
|---|
| [4895] | 373 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
|---|
| [4892] | 374 |     this->activate(); | 
|---|
| [4895] | 375 |     // setting up for next action | 
|---|
| [4926] | 376 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 377 |   } | 
|---|
| [3583] | 378 | } | 
|---|
| [3577] | 379 |  | 
|---|
| [4597] | 380 | /** | 
|---|
| [4894] | 381 |  * checks and deactivates the Weapon | 
|---|
 | 382 |  * @return true on success. | 
|---|
| [4892] | 383 |  */ | 
|---|
 | 384 | bool Weapon::deactivateW() | 
|---|
| [3583] | 385 | { | 
|---|
| [4949] | 386 | //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 387 |   { | 
|---|
 | 388 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
|---|
 | 389 |         // play Sound | 
|---|
 | 390 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
|---|
 | 391 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 392 |     // deactivate | 
|---|
| [4892] | 393 |     this->deactivate(); | 
|---|
| [4926] | 394 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 395 |   } | 
|---|
| [3583] | 396 | } | 
|---|
| [3577] | 397 |  | 
|---|
| [4892] | 398 | /** | 
|---|
| [4894] | 399 |  * checks and charges the Weapon | 
|---|
 | 400 |  * @return true on success. | 
|---|
| [4892] | 401 |  */ | 
|---|
 | 402 | bool Weapon::chargeW() | 
|---|
| [4885] | 403 | { | 
|---|
| [4892] | 404 |   if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) | 
|---|
 | 405 |   { | 
|---|
 | 406 |         // playing Sound | 
|---|
 | 407 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
|---|
 | 408 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 409 |  | 
|---|
| [4892] | 410 |         // charge | 
|---|
 | 411 |     this->charge(); | 
|---|
 | 412 |         // setting up for the next state | 
|---|
| [4926] | 413 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 414 |   } | 
|---|
 | 415 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 416 |   { | 
|---|
 | 417 |     this->requestAction(WA_RELOAD); | 
|---|
 | 418 |   } | 
|---|
| [4885] | 419 | } | 
|---|
| [3573] | 420 |  | 
|---|
| [4892] | 421 | /** | 
|---|
| [4894] | 422 |  * checks and fires the Weapon | 
|---|
 | 423 |  * @return true on success. | 
|---|
| [4892] | 424 |  */ | 
|---|
 | 425 | bool Weapon::fireW() | 
|---|
| [3575] | 426 | { | 
|---|
| [4892] | 427 |      //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
 | 428 |   if (this->minCharge <= this->energyLoaded) | 
|---|
 | 429 |   { | 
|---|
 | 430 |           // playing Sound | 
|---|
 | 431 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
|---|
 | 432 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
 | 433 |           // fire | 
|---|
 | 434 |     this->fire(); | 
|---|
 | 435 |     this->energyLoaded -= this->minCharge; | 
|---|
 | 436 |           // setting up for the next state | 
|---|
| [4926] | 437 |     this->enterState(WS_SHOOTING); | 
|---|
| [4892] | 438 |   } | 
|---|
 | 439 |   else  // reload if we still have the charge | 
|---|
 | 440 |   { | 
|---|
 | 441 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 442 |     this->execute(); | 
|---|
| [4892] | 443 |   } | 
|---|
 | 444 | } | 
|---|
 | 445 |  | 
|---|
 | 446 | /** | 
|---|
| [4894] | 447 |  * checks and Reloads the Weapon | 
|---|
 | 448 |  * @return true on success. | 
|---|
| [4892] | 449 |  */ | 
|---|
 | 450 | bool Weapon::reloadW() | 
|---|
 | 451 | { | 
|---|
| [4885] | 452 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
|---|
| [4892] | 453 |   if (unlikely(this->energy + this->energyLoaded < this->minCharge)) | 
|---|
| [4885] | 454 |   { | 
|---|
 | 455 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 456 |     this->execute(); | 
|---|
| [4892] | 457 |     return false; | 
|---|
| [4885] | 458 |   } | 
|---|
| [3573] | 459 |  | 
|---|
| [4885] | 460 |   float chargeSize = this->energyLoadedMax - this->energyLoaded;       //!< The energy to be charged | 
|---|
| [3573] | 461 |  | 
|---|
| [4892] | 462 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
|---|
 | 463 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 464 |  | 
|---|
| [4885] | 465 |   if (chargeSize > this->energy) | 
|---|
 | 466 |   { | 
|---|
 | 467 |     this->energyLoaded += this->energy; | 
|---|
 | 468 |     this->energy = 0.0; | 
|---|
| [5041] | 469 |     PRINT(5)("Energy depleted\n"); | 
|---|
| [4885] | 470 |   } | 
|---|
 | 471 |   else | 
|---|
 | 472 |   { | 
|---|
| [5041] | 473 |     PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize); | 
|---|
| [4885] | 474 |     this->energyLoaded += chargeSize; | 
|---|
 | 475 |     this->energy -= chargeSize; | 
|---|
 | 476 |   } | 
|---|
| [4892] | 477 |   this->reload(); | 
|---|
| [4926] | 478 |   this->enterState(WS_RELOADING); | 
|---|
 | 479 | } | 
|---|
| [3575] | 480 |  | 
|---|
| [4926] | 481 | /** | 
|---|
 | 482 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 483 |  * @param state the state to enter. | 
|---|
 | 484 |  */ | 
|---|
 | 485 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 486 | { | 
|---|
| [5041] | 487 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 488 |   // playing animation if availiable | 
|---|
 | 489 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 490 |     this->animation[state]->replay(); | 
|---|
 | 491 |  | 
|---|
 | 492 |   this->stateDuration = this->times[state] + this->stateDuration; | 
|---|
 | 493 |   this->currentState = state; | 
|---|
| [3575] | 494 | } | 
|---|
 | 495 |  | 
|---|
| [4927] | 496 | /////////////////// | 
|---|
 | 497 | //  WORLD-ENTITY // | 
|---|
 | 498 | // FUNCTIONALITY // | 
|---|
 | 499 | /////////////////// | 
|---|
| [3575] | 500 | /** | 
|---|
| [4885] | 501 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 502 | */ | 
|---|
| [4906] | 503 | void Weapon::tickW(float dt) | 
|---|
| [4885] | 504 | { | 
|---|
| [4934] | 505 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 506 |  | 
|---|
| [4885] | 507 |   // setting up the timing properties | 
|---|
 | 508 |   this->stateDuration -= dt; | 
|---|
| [3575] | 509 |  | 
|---|
| [4949] | 510 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 511 |   { | 
|---|
| [4949] | 512 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 513 |     { | 
|---|
| [4949] | 514 |       this->currentState = WS_INACTIVE; | 
|---|
 | 515 |       return; | 
|---|
 | 516 |     } | 
|---|
 | 517 |     else | 
|---|
 | 518 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 519 |  | 
|---|
| [4949] | 520 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 521 |     { | 
|---|
 | 522 |       this->stateDuration = -dt; | 
|---|
 | 523 |       this->execute(); | 
|---|
| [4885] | 524 |     } | 
|---|
 | 525 |   } | 
|---|
| [4906] | 526 |   tick(dt); | 
|---|
| [4885] | 527 | } | 
|---|
 | 528 |  | 
|---|
| [3575] | 529 | /** | 
|---|
| [4885] | 530 |  *  this will draw the weapon | 
|---|
| [3575] | 531 | */ | 
|---|
| [5500] | 532 | void Weapon::draw () const | 
|---|
| [3575] | 533 | {} | 
|---|
 | 534 |  | 
|---|
 | 535 |  | 
|---|
 | 536 |  | 
|---|
 | 537 |  | 
|---|
| [3576] | 538 |  | 
|---|
| [4885] | 539 | ////////////////////// | 
|---|
 | 540 | // HELPER FUNCTIONS // | 
|---|
 | 541 | ////////////////////// | 
|---|
| [3576] | 542 | /** | 
|---|
| [4891] | 543 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 544 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 545 |  */ | 
|---|
 | 546 | bool Weapon::check() const | 
|---|
 | 547 | { | 
|---|
 | 548 |   bool retVal = true; | 
|---|
 | 549 |  | 
|---|
| [4947] | 550 | //  if (this->projectile == NULL) | 
|---|
| [4891] | 551 |   { | 
|---|
| [5041] | 552 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 553 |     retVal = false; | 
|---|
 | 554 |   } | 
|---|
 | 555 |  | 
|---|
 | 556 |  | 
|---|
 | 557 |  | 
|---|
 | 558 |  | 
|---|
 | 559 |   return retVal; | 
|---|
 | 560 | } | 
|---|
 | 561 |  | 
|---|
 | 562 | /** | 
|---|
| [4885] | 563 |  * some nice debugging information about this Weapon | 
|---|
 | 564 |  */ | 
|---|
 | 565 | void Weapon::debug() const | 
|---|
 | 566 | { | 
|---|
| [5041] | 567 |   PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); | 
|---|
| [4885] | 568 |   PRINT(3)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 569 |             this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 570 |  | 
|---|
 | 571 |  | 
|---|
| [4885] | 572 | } | 
|---|
| [3575] | 573 |  | 
|---|
| [5498] | 574 | //////////////////////////////////////////////////////// | 
|---|
 | 575 | // static Definitions (transormators for readability) // | 
|---|
 | 576 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 577 | /** | 
|---|
 | 578 |  * Converts a String into an Action. | 
|---|
 | 579 |  * @param action the String input holding the Action. | 
|---|
 | 580 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 581 |  */ | 
|---|
 | 582 | WeaponAction Weapon::charToAction(const char* action) | 
|---|
 | 583 | { | 
|---|
 | 584 |   if (!strcmp(action, "none")) | 
|---|
 | 585 |     return WA_NONE; | 
|---|
 | 586 |   else if (!strcmp(action, "shoot")) | 
|---|
 | 587 |     return WA_SHOOT; | 
|---|
 | 588 |   else if (!strcmp(action, "charge")) | 
|---|
 | 589 |     return WA_CHARGE; | 
|---|
 | 590 |   else if (!strcmp(action, "reload")) | 
|---|
 | 591 |     return WA_RELOAD; | 
|---|
 | 592 |   else if (!strcmp(action, "acitvate")) | 
|---|
 | 593 |     return WA_ACTIVATE; | 
|---|
 | 594 |   else if (!strcmp(action, "deactivate")) | 
|---|
 | 595 |     return WA_DEACTIVATE; | 
|---|
 | 596 |   else if (!strcmp(action, "special1")) | 
|---|
 | 597 |     return WA_SPECIAL1; | 
|---|
 | 598 |   else | 
|---|
 | 599 |     { | 
|---|
 | 600 |       PRINTF(2)("action %s could not be identified.\n", action); | 
|---|
 | 601 |       return WA_NONE; | 
|---|
 | 602 |     } | 
|---|
 | 603 | } | 
|---|
| [3575] | 604 |  | 
|---|
 | 605 | /** | 
|---|
| [4885] | 606 |  * converts an action into a String | 
|---|
 | 607 |  * @param action the action to convert | 
|---|
 | 608 |  * @return a String matching the name of the action | 
|---|
 | 609 |  */ | 
|---|
 | 610 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 611 | { | 
|---|
 | 612 |   switch (action) | 
|---|
 | 613 |   { | 
|---|
 | 614 |     case WA_SHOOT: | 
|---|
 | 615 |       return "shoot"; | 
|---|
 | 616 |       break; | 
|---|
 | 617 |     case WA_CHARGE: | 
|---|
 | 618 |       return "charge"; | 
|---|
 | 619 |       break; | 
|---|
 | 620 |     case WA_RELOAD: | 
|---|
 | 621 |       return "reload"; | 
|---|
 | 622 |       break; | 
|---|
 | 623 |     case WA_ACTIVATE: | 
|---|
 | 624 |       return "activate"; | 
|---|
 | 625 |       break; | 
|---|
 | 626 |     case WA_DEACTIVATE: | 
|---|
 | 627 |       return "deactivate"; | 
|---|
 | 628 |       break; | 
|---|
 | 629 |     case WA_SPECIAL1: | 
|---|
 | 630 |       return "special1"; | 
|---|
 | 631 |       break; | 
|---|
 | 632 |     default: | 
|---|
 | 633 |       return "none"; | 
|---|
 | 634 |       break; | 
|---|
 | 635 |   } | 
|---|
 | 636 | } | 
|---|
| [3577] | 637 |  | 
|---|
 | 638 | /** | 
|---|
| [4885] | 639 |  * Converts a String into a State. | 
|---|
 | 640 |  * @param state the String input holding the State. | 
|---|
 | 641 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 642 |  */ | 
|---|
 | 643 | WeaponState Weapon::charToState(const char* state) | 
|---|
 | 644 | { | 
|---|
 | 645 |   if (!strcmp(state, "none")) | 
|---|
 | 646 |     return WS_NONE; | 
|---|
 | 647 |   else if (!strcmp(state, "shooting")) | 
|---|
 | 648 |     return WS_SHOOTING; | 
|---|
 | 649 |   else if (!strcmp(state, "charging")) | 
|---|
 | 650 |     return WS_CHARGING; | 
|---|
 | 651 |   else if (!strcmp(state, "reloading")) | 
|---|
 | 652 |     return WS_RELOADING; | 
|---|
 | 653 |   else if (!strcmp(state, "activating")) | 
|---|
 | 654 |     return WS_ACTIVATING; | 
|---|
 | 655 |   else if (!strcmp(state, "deactivating")) | 
|---|
 | 656 |     return WS_DEACTIVATING; | 
|---|
 | 657 |   else if (!strcmp(state, "inactive")) | 
|---|
 | 658 |     return WS_INACTIVE; | 
|---|
 | 659 |   else if (!strcmp(state, "idle")) | 
|---|
 | 660 |     return WS_IDLE; | 
|---|
 | 661 |   else | 
|---|
 | 662 |     { | 
|---|
 | 663 |       PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
 | 664 |       return WS_NONE; | 
|---|
 | 665 |     } | 
|---|
 | 666 | } | 
|---|
| [3583] | 667 |  | 
|---|
 | 668 | /** | 
|---|
| [4885] | 669 |  * converts a State into a String | 
|---|
 | 670 |  * @param state the state to convert | 
|---|
 | 671 |  * @return a String matching the name of the state | 
|---|
 | 672 |  */ | 
|---|
 | 673 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 674 | { | 
|---|
 | 675 |   switch (state) | 
|---|
 | 676 |   { | 
|---|
 | 677 |     case WS_SHOOTING: | 
|---|
 | 678 |       return "shooting"; | 
|---|
 | 679 |       break; | 
|---|
 | 680 |     case WS_CHARGING: | 
|---|
 | 681 |       return "charging"; | 
|---|
 | 682 |       break; | 
|---|
 | 683 |     case WS_RELOADING: | 
|---|
 | 684 |       return "reloading"; | 
|---|
 | 685 |       break; | 
|---|
 | 686 |     case WS_ACTIVATING: | 
|---|
 | 687 |       return "activating"; | 
|---|
 | 688 |       break; | 
|---|
 | 689 |     case WS_DEACTIVATING: | 
|---|
 | 690 |       return "deactivating"; | 
|---|
 | 691 |       break; | 
|---|
 | 692 |     case WS_IDLE: | 
|---|
 | 693 |       return "idle"; | 
|---|
 | 694 |       break; | 
|---|
| [4906] | 695 |     case WS_INACTIVE: | 
|---|
 | 696 |       return "inactive"; | 
|---|
 | 697 |       break; | 
|---|
| [4885] | 698 |     default: | 
|---|
 | 699 |       return "none"; | 
|---|
 | 700 |       break; | 
|---|
 | 701 |   } | 
|---|
 | 702 | } | 
|---|