| [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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| [5355] | 23 | #include "fast_factory.h" | 
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| [4834] | 24 | #include "projectile.h" | 
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 | 25 |  | 
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| [5143] | 26 | #include "resource_manager.h" | 
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| [4894] | 27 | #include "class_list.h" | 
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| [4834] | 28 | #include "load_param.h" | 
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| [4828] | 29 | #include "state.h" | 
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| [4885] | 30 | #include "animation3d.h" | 
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| [4948] | 31 | #include "vector.h" | 
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| [3573] | 32 |  | 
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| [5930] | 33 | #include "sound_source.h" | 
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 | 34 | #include "sound_buffer.h" | 
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 | 35 |  | 
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| [4892] | 36 | //////////////////// | 
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 | 37 | // INITAILISATION // | 
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 | 38 | // SETTING VALUES // | 
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 | 39 | //////////////////// | 
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| [3870] | 40 | /** | 
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| [4885] | 41 |  * standard constructor | 
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 | 42 |  * | 
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 | 43 |  * creates a new weapon | 
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| [3575] | 44 | */ | 
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| [5750] | 45 | Weapon::Weapon () | 
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| [3620] | 46 | { | 
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| [4885] | 47 |   this->init(); | 
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| [3620] | 48 | } | 
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| [3573] | 49 |  | 
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| [3575] | 50 | /** | 
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| [4885] | 51 |  * standard deconstructor | 
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| [3575] | 52 | */ | 
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| [4597] | 53 | Weapon::~Weapon () | 
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| [3573] | 54 | { | 
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| [4885] | 55 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| [4894] | 56 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
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| [4885] | 57 |       delete this->animation[i]; | 
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 | 58 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5302] | 59 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
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| [4885] | 60 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
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| [4959] | 61 |  | 
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 | 62 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
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 | 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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 | 67 |  * initializes the Weapon with ALL default values | 
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| [5498] | 68 |  * | 
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 | 69 |  * This Sets the default values of the Weapon | 
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| [4885] | 70 |  */ | 
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 | 71 | void Weapon::init() | 
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 | 72 | { | 
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| [5498] | 73 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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 | 74 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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 | 75 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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 | 76 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| [4885] | 77 |     { | 
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| [5498] | 78 |       this->times[i] = 0.0;                        //< An infinitesimal duration | 
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 | 79 |       this->animation[i] = NULL;                   //< No animation | 
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| [4885] | 80 |     } | 
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 | 81 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5498] | 82 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
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| [3888] | 83 |  | 
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| [5498] | 84 |   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
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 | 85 |   this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles | 
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| [4885] | 86 |  | 
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| [5498] | 87 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
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 | 88 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| [4885] | 89 |  | 
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| [5498] | 90 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| [4906] | 91 |  | 
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| [5498] | 92 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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 | 93 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| [4927] | 94 |  | 
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| [5498] | 95 |   this->energyLoaded = .0;                         //< How much energy is loaded in the Gun. (Weapons must be charged befor usage) | 
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 | 96 |   this->energyLoadedMax = 5.0;                     //< Each Weapon has a Maximum energy that can be charged onto it | 
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 | 97 |   this->energy = .0;                               //< The secondary Buffer (before we have to reload) | 
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 | 98 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
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 | 99 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| [3573] | 100 | } | 
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 | 101 |  | 
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| [5498] | 102 | /** | 
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 | 103 |  * loads the Parameters of a Weapon | 
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 | 104 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 105 |  */ | 
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| [4972] | 106 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 107 | { | 
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 | 108 |   static_cast<WorldEntity*>(this)->loadParams(root); | 
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 | 109 |  | 
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| [5671] | 110 |   LoadParam(root, "projectile", this, Weapon, setProjectileType) | 
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| [4972] | 111 |       .describe("Sets the name of the Projectile to load onto the Entity"); | 
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 | 112 |  | 
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| [5671] | 113 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [4972] | 114 |       .describe("Sets the Point of emission of this weapon"); | 
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 | 115 |  | 
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| [5671] | 116 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [4972] | 117 |       .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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 | 118 |  | 
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| [5671] | 119 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [4972] | 120 |       .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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 | 121 | } | 
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 | 122 |  | 
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| [4947] | 123 | /** | 
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 | 124 |  * sets the Projectile to use for this weapon. | 
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 | 125 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 126 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 127 |  * | 
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| [5498] | 128 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 129 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 130 |  */ | 
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| [5356] | 131 | void Weapon::setProjectileType(ClassID projectile) | 
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| [4947] | 132 | { | 
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 | 133 |   if (projectile == CL_NULL) | 
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| [4972] | 134 |     return; | 
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| [4947] | 135 |   this->projectile = projectile; | 
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 | 136 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 137 |   if (this->projectileFactory == NULL) | 
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| [4979] | 138 |   { | 
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 | 139 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 140 |     return; | 
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| [4979] | 141 |   } | 
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| [4948] | 142 |   else | 
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 | 143 |   { | 
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 | 144 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 145 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 146 |     this->minCharge = pj->getEnergyMin(); | 
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 | 147 |     this->maxCharge = pj->getEnergyMax(); | 
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 | 148 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 149 |     this->projectileFactory->kill(pj); | 
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| [4948] | 150 |   } | 
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| [4979] | 151 | } | 
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| [3573] | 152 |  | 
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| [4891] | 153 | /** | 
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| [4950] | 154 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 155 |  * @param projectile the Name of the Projectile. | 
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 | 156 |  */ | 
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| [5356] | 157 | void Weapon::setProjectileType(const char* projectile) | 
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| [4950] | 158 | { | 
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 | 159 |   if (projectile == NULL) | 
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| [4972] | 160 |     return; | 
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| [4950] | 161 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 162 |   if (tmpFac != NULL) | 
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 | 163 |   { | 
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| [5356] | 164 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 165 |   } | 
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| [4972] | 166 |   else | 
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 | 167 |   { | 
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| [5356] | 168 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); | 
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| [4972] | 169 |   } | 
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| [4950] | 170 | } | 
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 | 171 |  | 
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 | 172 | /** | 
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| [5356] | 173 |  * prepares Projectiles of the Weapon | 
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| [5498] | 174 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 175 |  */ | 
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 | 176 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 177 | { | 
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| [5357] | 178 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 179 |     projectileFactory->prepare(count); | 
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 | 180 |   else | 
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| [5357] | 181 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
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| [5356] | 182 | } | 
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 | 183 |  | 
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 | 184 | /** | 
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 | 185 |  * resurects and returns a Projectile | 
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| [5498] | 186 |  * @returns a Projectile on success, NULL on error | 
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 | 187 |  * | 
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 | 188 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 189 |  *         2. No more Projectiles availiable. | 
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| [5356] | 190 |  */ | 
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 | 191 | Projectile* Weapon::getProjectile() | 
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 | 192 | { | 
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| [5357] | 193 |   if (likely (this->projectileFactory != NULL)) | 
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| [5356] | 194 |     return dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 195 |   else | 
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 | 196 |   { | 
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| [5498] | 197 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
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| [5356] | 198 |     return NULL; | 
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 | 199 |   } | 
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 | 200 | } | 
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 | 201 |  | 
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 | 202 |  | 
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 | 203 | /** | 
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| [4892] | 204 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 205 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 206 |  */ | 
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 | 207 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 208 | { | 
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 | 209 |   this->emissionPoint.setRelCoor(point); | 
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 | 210 | } | 
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 | 211 |  | 
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 | 212 | /** | 
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| [4891] | 213 |  * assigns a Sound-file to an action | 
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 | 214 |  * @param action the action the sound should be assigned too | 
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 | 215 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 216 |  */ | 
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| [4885] | 217 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
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 | 218 | { | 
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 | 219 |   if (action >= WA_ACTION_COUNT) | 
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 | 220 |     return; | 
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| [4930] | 221 |   if (this->soundBuffers[action] != NULL) | 
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 | 222 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
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 | 223 |  | 
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| [4885] | 224 |   else if (soundFile != NULL) | 
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 | 225 |   { | 
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 | 226 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
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 | 227 |     if (this->soundBuffers[action] != NULL) | 
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 | 228 |     { | 
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| [4967] | 229 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); | 
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| [4885] | 230 |     } | 
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 | 231 |     else | 
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 | 232 |     { | 
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| [5041] | 233 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); | 
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| [4885] | 234 |     } | 
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 | 235 |   } | 
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 | 236 |   else | 
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 | 237 |     this->soundBuffers[action] = NULL; | 
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 | 238 | } | 
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 | 239 |  | 
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| [4893] | 240 | /** | 
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| [4895] | 241 |  * creates/returns an Animation3D for a certain State. | 
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 | 242 |  * @param state what State should the Animation be created/returned for | 
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 | 243 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 244 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 245 |  * | 
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 | 246 |  * This function does only generate the Animation Object, and if set it will | 
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 | 247 |  * automatically be executed, when a certain State is reached. | 
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 | 248 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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 | 249 |  */ | 
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| [4895] | 250 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| [4893] | 251 | { | 
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| [4895] | 252 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| [4893] | 253 |     return NULL; | 
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 | 254 |  | 
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| [4895] | 255 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| [4893] | 256 |   { | 
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| [4895] | 257 |     if (likely(node != NULL)) | 
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 | 258 |       return this->animation[state] = new Animation3D(node); | 
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 | 259 |     else | 
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 | 260 |     { | 
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 | 261 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 262 |       return NULL; | 
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 | 263 |     } | 
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| [4893] | 264 |   } | 
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| [4895] | 265 |   else | 
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 | 266 |     return this->animation[state]; | 
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| [4893] | 267 | } | 
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 | 268 |  | 
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| [4892] | 269 | ///////////////// | 
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 | 270 | //  EXECUTION  // | 
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 | 271 | // GAME ACTION // | 
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 | 272 | ///////////////// | 
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| [4597] | 273 | /** | 
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| [4885] | 274 |  * request an action that should be executed, | 
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 | 275 |  * @param action the next action to take | 
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 | 276 |  * | 
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 | 277 |  * This function must be called instead of the actions (like fire/reload...) | 
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 | 278 |  * to make all the checks needed to have a usefull WeaponSystem. | 
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 | 279 |  */ | 
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 | 280 | void Weapon::requestAction(WeaponAction action) | 
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 | 281 | { | 
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| [4906] | 282 |   if (likely(this->isActive())) | 
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| [4885] | 283 |   { | 
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| [4906] | 284 |     if (this->requestedAction != WA_NONE) | 
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 | 285 |       return; | 
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| [5041] | 286 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
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| [4885] | 287 |     this->requestedAction = action; | 
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 | 288 |   } | 
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| [4906] | 289 |   //else | 
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 | 290 |   else if (unlikely(action == WA_ACTIVATE)) | 
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 | 291 |   { | 
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 | 292 |     this->currentState = WS_ACTIVATING; | 
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| [4926] | 293 |     this->requestedAction = WA_ACTIVATE; | 
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| [4906] | 294 |   } | 
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| [4885] | 295 | } | 
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| [3577] | 296 |  | 
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| [4890] | 297 | /** | 
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 | 298 |  * adds energy to the Weapon | 
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 | 299 |  * @param energyToAdd The amount of energy | 
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 | 300 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
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 | 301 |  */ | 
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 | 302 | float Weapon::increaseEnergy(float energyToAdd) | 
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 | 303 | { | 
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 | 304 |   float maxAddEnergy = this->energyMax - this->energy; | 
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 | 305 |  | 
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 | 306 |   if (maxAddEnergy >= energyToAdd) | 
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 | 307 |   { | 
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 | 308 |     this->energy += energyToAdd; | 
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 | 309 |     return 0.0; | 
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 | 310 |   } | 
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 | 311 |   else | 
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 | 312 |   { | 
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 | 313 |     this->energy += maxAddEnergy; | 
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 | 314 |     return energyToAdd - maxAddEnergy; | 
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 | 315 |   } | 
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 | 316 | } | 
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 | 317 |  | 
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| [5498] | 318 | //////////////////////////////////////////////////////////// | 
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 | 319 | // WEAPON INTERNALS                                       // | 
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 | 320 | // These are functions, that no other Weapon should over- // | 
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 | 321 | // write. No class has direct Access to them, as it is    // | 
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 | 322 | // quite a complicated process, handling a Weapon from    // | 
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 | 323 | // the outside                                            // | 
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 | 324 | //////////////////////////////////////////////////////////// | 
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| [4891] | 325 | /** | 
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 | 326 |  * executes an action, and with it starts a new State. | 
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 | 327 |  * @return true, if it worked, false otherwise | 
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 | 328 |  * | 
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 | 329 |  * This function checks, wheter the possibility of executing an action is valid, | 
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 | 330 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
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 | 331 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
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 | 332 |  */ | 
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| [4885] | 333 | bool Weapon::execute() | 
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| [3583] | 334 | { | 
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| [4906] | 335 | #if DEBUG > 4 | 
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| [4885] | 336 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
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 | 337 |   this->debug(); | 
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| [4906] | 338 | #endif | 
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| [4885] | 339 |  | 
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| [4926] | 340 |   WeaponAction action = this->requestedAction; | 
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 | 341 |   this->requestedAction = WA_NONE; | 
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 | 342 |  | 
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 | 343 |   switch (action) | 
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| [4885] | 344 |   { | 
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 | 345 |     case WA_SHOOT: | 
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| [4894] | 346 |       return this->fireW(); | 
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| [4885] | 347 |       break; | 
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 | 348 |     case WA_CHARGE: | 
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| [4894] | 349 |       return this->chargeW(); | 
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| [4885] | 350 |       break; | 
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 | 351 |     case WA_RELOAD: | 
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| [4894] | 352 |       return this->reloadW(); | 
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| [4885] | 353 |       break; | 
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 | 354 |     case WA_DEACTIVATE: | 
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| [4894] | 355 |       return this->deactivateW(); | 
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| [4885] | 356 |       break; | 
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 | 357 |     case WA_ACTIVATE: | 
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| [4894] | 358 |       return this->activateW(); | 
|---|
| [4885] | 359 |       break; | 
|---|
 | 360 |   } | 
|---|
| [3583] | 361 | } | 
|---|
| [3577] | 362 |  | 
|---|
| [4597] | 363 | /** | 
|---|
| [4894] | 364 |  * checks and activates the Weapon. | 
|---|
 | 365 |  * @return true on success. | 
|---|
| [4892] | 366 |  */ | 
|---|
 | 367 | bool Weapon::activateW() | 
|---|
| [3583] | 368 | { | 
|---|
| [4926] | 369 | //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 370 |   { | 
|---|
 | 371 |         // play Sound | 
|---|
| [4893] | 372 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
|---|
| [4892] | 373 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
 | 374 |         // activate | 
|---|
| [4895] | 375 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
|---|
| [4892] | 376 |     this->activate(); | 
|---|
| [4895] | 377 |     // setting up for next action | 
|---|
| [4926] | 378 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 379 |   } | 
|---|
| [3583] | 380 | } | 
|---|
| [3577] | 381 |  | 
|---|
| [4597] | 382 | /** | 
|---|
| [4894] | 383 |  * checks and deactivates the Weapon | 
|---|
 | 384 |  * @return true on success. | 
|---|
| [4892] | 385 |  */ | 
|---|
 | 386 | bool Weapon::deactivateW() | 
|---|
| [3583] | 387 | { | 
|---|
| [4949] | 388 | //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 389 |   { | 
|---|
 | 390 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
|---|
 | 391 |         // play Sound | 
|---|
 | 392 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
|---|
 | 393 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 394 |     // deactivate | 
|---|
| [4892] | 395 |     this->deactivate(); | 
|---|
| [4926] | 396 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 397 |   } | 
|---|
| [3583] | 398 | } | 
|---|
| [3577] | 399 |  | 
|---|
| [4892] | 400 | /** | 
|---|
| [4894] | 401 |  * checks and charges the Weapon | 
|---|
 | 402 |  * @return true on success. | 
|---|
| [4892] | 403 |  */ | 
|---|
 | 404 | bool Weapon::chargeW() | 
|---|
| [4885] | 405 | { | 
|---|
| [4892] | 406 |   if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) | 
|---|
 | 407 |   { | 
|---|
 | 408 |         // playing Sound | 
|---|
 | 409 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
|---|
 | 410 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 411 |  | 
|---|
| [4892] | 412 |         // charge | 
|---|
 | 413 |     this->charge(); | 
|---|
 | 414 |         // setting up for the next state | 
|---|
| [4926] | 415 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 416 |   } | 
|---|
 | 417 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 418 |   { | 
|---|
 | 419 |     this->requestAction(WA_RELOAD); | 
|---|
 | 420 |   } | 
|---|
| [4885] | 421 | } | 
|---|
| [3573] | 422 |  | 
|---|
| [4892] | 423 | /** | 
|---|
| [4894] | 424 |  * checks and fires the Weapon | 
|---|
 | 425 |  * @return true on success. | 
|---|
| [4892] | 426 |  */ | 
|---|
 | 427 | bool Weapon::fireW() | 
|---|
| [3575] | 428 | { | 
|---|
| [4892] | 429 |      //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
 | 430 |   if (this->minCharge <= this->energyLoaded) | 
|---|
 | 431 |   { | 
|---|
 | 432 |           // playing Sound | 
|---|
 | 433 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
|---|
 | 434 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
 | 435 |           // fire | 
|---|
 | 436 |     this->fire(); | 
|---|
 | 437 |     this->energyLoaded -= this->minCharge; | 
|---|
 | 438 |           // setting up for the next state | 
|---|
| [4926] | 439 |     this->enterState(WS_SHOOTING); | 
|---|
| [4892] | 440 |   } | 
|---|
 | 441 |   else  // reload if we still have the charge | 
|---|
 | 442 |   { | 
|---|
 | 443 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 444 |     this->execute(); | 
|---|
| [4892] | 445 |   } | 
|---|
 | 446 | } | 
|---|
 | 447 |  | 
|---|
 | 448 | /** | 
|---|
| [4894] | 449 |  * checks and Reloads the Weapon | 
|---|
 | 450 |  * @return true on success. | 
|---|
| [4892] | 451 |  */ | 
|---|
 | 452 | bool Weapon::reloadW() | 
|---|
 | 453 | { | 
|---|
| [4885] | 454 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
|---|
| [4892] | 455 |   if (unlikely(this->energy + this->energyLoaded < this->minCharge)) | 
|---|
| [4885] | 456 |   { | 
|---|
 | 457 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 458 |     this->execute(); | 
|---|
| [4892] | 459 |     return false; | 
|---|
| [4885] | 460 |   } | 
|---|
| [3573] | 461 |  | 
|---|
| [4885] | 462 |   float chargeSize = this->energyLoadedMax - this->energyLoaded;       //!< The energy to be charged | 
|---|
| [3573] | 463 |  | 
|---|
| [4892] | 464 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
|---|
 | 465 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 466 |  | 
|---|
| [4885] | 467 |   if (chargeSize > this->energy) | 
|---|
 | 468 |   { | 
|---|
 | 469 |     this->energyLoaded += this->energy; | 
|---|
 | 470 |     this->energy = 0.0; | 
|---|
| [5041] | 471 |     PRINT(5)("Energy depleted\n"); | 
|---|
| [4885] | 472 |   } | 
|---|
 | 473 |   else | 
|---|
 | 474 |   { | 
|---|
| [5041] | 475 |     PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize); | 
|---|
| [4885] | 476 |     this->energyLoaded += chargeSize; | 
|---|
 | 477 |     this->energy -= chargeSize; | 
|---|
 | 478 |   } | 
|---|
| [4892] | 479 |   this->reload(); | 
|---|
| [4926] | 480 |   this->enterState(WS_RELOADING); | 
|---|
 | 481 | } | 
|---|
| [3575] | 482 |  | 
|---|
| [4926] | 483 | /** | 
|---|
 | 484 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 485 |  * @param state the state to enter. | 
|---|
 | 486 |  */ | 
|---|
 | 487 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 488 | { | 
|---|
| [5041] | 489 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 490 |   // playing animation if availiable | 
|---|
 | 491 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 492 |     this->animation[state]->replay(); | 
|---|
 | 493 |  | 
|---|
 | 494 |   this->stateDuration = this->times[state] + this->stateDuration; | 
|---|
 | 495 |   this->currentState = state; | 
|---|
| [3575] | 496 | } | 
|---|
 | 497 |  | 
|---|
| [4927] | 498 | /////////////////// | 
|---|
 | 499 | //  WORLD-ENTITY // | 
|---|
 | 500 | // FUNCTIONALITY // | 
|---|
 | 501 | /////////////////// | 
|---|
| [3575] | 502 | /** | 
|---|
| [4885] | 503 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 504 | */ | 
|---|
| [4906] | 505 | void Weapon::tickW(float dt) | 
|---|
| [4885] | 506 | { | 
|---|
| [4934] | 507 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 508 |  | 
|---|
| [4885] | 509 |   // setting up the timing properties | 
|---|
 | 510 |   this->stateDuration -= dt; | 
|---|
| [3575] | 511 |  | 
|---|
| [4949] | 512 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 513 |   { | 
|---|
| [4949] | 514 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 515 |     { | 
|---|
| [4949] | 516 |       this->currentState = WS_INACTIVE; | 
|---|
 | 517 |       return; | 
|---|
 | 518 |     } | 
|---|
 | 519 |     else | 
|---|
 | 520 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 521 |  | 
|---|
| [4949] | 522 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 523 |     { | 
|---|
 | 524 |       this->stateDuration = -dt; | 
|---|
 | 525 |       this->execute(); | 
|---|
| [4885] | 526 |     } | 
|---|
 | 527 |   } | 
|---|
| [4906] | 528 |   tick(dt); | 
|---|
| [4885] | 529 | } | 
|---|
 | 530 |  | 
|---|
| [3575] | 531 |  | 
|---|
 | 532 |  | 
|---|
 | 533 |  | 
|---|
| [4885] | 534 | ////////////////////// | 
|---|
 | 535 | // HELPER FUNCTIONS // | 
|---|
 | 536 | ////////////////////// | 
|---|
| [3576] | 537 | /** | 
|---|
| [4891] | 538 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 539 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 540 |  */ | 
|---|
 | 541 | bool Weapon::check() const | 
|---|
 | 542 | { | 
|---|
 | 543 |   bool retVal = true; | 
|---|
 | 544 |  | 
|---|
| [4947] | 545 | //  if (this->projectile == NULL) | 
|---|
| [4891] | 546 |   { | 
|---|
| [5041] | 547 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 548 |     retVal = false; | 
|---|
 | 549 |   } | 
|---|
 | 550 |  | 
|---|
 | 551 |  | 
|---|
 | 552 |  | 
|---|
 | 553 |  | 
|---|
 | 554 |   return retVal; | 
|---|
 | 555 | } | 
|---|
 | 556 |  | 
|---|
 | 557 | /** | 
|---|
| [4885] | 558 |  * some nice debugging information about this Weapon | 
|---|
 | 559 |  */ | 
|---|
 | 560 | void Weapon::debug() const | 
|---|
 | 561 | { | 
|---|
| [5041] | 562 |   PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); | 
|---|
| [4885] | 563 |   PRINT(3)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 564 |             this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 565 |  | 
|---|
 | 566 |  | 
|---|
| [4885] | 567 | } | 
|---|
| [3575] | 568 |  | 
|---|
| [5498] | 569 | //////////////////////////////////////////////////////// | 
|---|
 | 570 | // static Definitions (transormators for readability) // | 
|---|
 | 571 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 572 | /** | 
|---|
 | 573 |  * Converts a String into an Action. | 
|---|
 | 574 |  * @param action the String input holding the Action. | 
|---|
 | 575 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 576 |  */ | 
|---|
 | 577 | WeaponAction Weapon::charToAction(const char* action) | 
|---|
 | 578 | { | 
|---|
 | 579 |   if (!strcmp(action, "none")) | 
|---|
 | 580 |     return WA_NONE; | 
|---|
 | 581 |   else if (!strcmp(action, "shoot")) | 
|---|
 | 582 |     return WA_SHOOT; | 
|---|
 | 583 |   else if (!strcmp(action, "charge")) | 
|---|
 | 584 |     return WA_CHARGE; | 
|---|
 | 585 |   else if (!strcmp(action, "reload")) | 
|---|
 | 586 |     return WA_RELOAD; | 
|---|
 | 587 |   else if (!strcmp(action, "acitvate")) | 
|---|
 | 588 |     return WA_ACTIVATE; | 
|---|
 | 589 |   else if (!strcmp(action, "deactivate")) | 
|---|
 | 590 |     return WA_DEACTIVATE; | 
|---|
 | 591 |   else if (!strcmp(action, "special1")) | 
|---|
 | 592 |     return WA_SPECIAL1; | 
|---|
 | 593 |   else | 
|---|
 | 594 |     { | 
|---|
 | 595 |       PRINTF(2)("action %s could not be identified.\n", action); | 
|---|
 | 596 |       return WA_NONE; | 
|---|
 | 597 |     } | 
|---|
 | 598 | } | 
|---|
| [3575] | 599 |  | 
|---|
 | 600 | /** | 
|---|
| [4885] | 601 |  * converts an action into a String | 
|---|
 | 602 |  * @param action the action to convert | 
|---|
 | 603 |  * @return a String matching the name of the action | 
|---|
 | 604 |  */ | 
|---|
 | 605 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 606 | { | 
|---|
 | 607 |   switch (action) | 
|---|
 | 608 |   { | 
|---|
 | 609 |     case WA_SHOOT: | 
|---|
 | 610 |       return "shoot"; | 
|---|
 | 611 |       break; | 
|---|
 | 612 |     case WA_CHARGE: | 
|---|
 | 613 |       return "charge"; | 
|---|
 | 614 |       break; | 
|---|
 | 615 |     case WA_RELOAD: | 
|---|
 | 616 |       return "reload"; | 
|---|
 | 617 |       break; | 
|---|
 | 618 |     case WA_ACTIVATE: | 
|---|
 | 619 |       return "activate"; | 
|---|
 | 620 |       break; | 
|---|
 | 621 |     case WA_DEACTIVATE: | 
|---|
 | 622 |       return "deactivate"; | 
|---|
 | 623 |       break; | 
|---|
 | 624 |     case WA_SPECIAL1: | 
|---|
 | 625 |       return "special1"; | 
|---|
 | 626 |       break; | 
|---|
 | 627 |     default: | 
|---|
 | 628 |       return "none"; | 
|---|
 | 629 |       break; | 
|---|
 | 630 |   } | 
|---|
 | 631 | } | 
|---|
| [3577] | 632 |  | 
|---|
 | 633 | /** | 
|---|
| [4885] | 634 |  * Converts a String into a State. | 
|---|
 | 635 |  * @param state the String input holding the State. | 
|---|
 | 636 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 637 |  */ | 
|---|
 | 638 | WeaponState Weapon::charToState(const char* state) | 
|---|
 | 639 | { | 
|---|
 | 640 |   if (!strcmp(state, "none")) | 
|---|
 | 641 |     return WS_NONE; | 
|---|
 | 642 |   else if (!strcmp(state, "shooting")) | 
|---|
 | 643 |     return WS_SHOOTING; | 
|---|
 | 644 |   else if (!strcmp(state, "charging")) | 
|---|
 | 645 |     return WS_CHARGING; | 
|---|
 | 646 |   else if (!strcmp(state, "reloading")) | 
|---|
 | 647 |     return WS_RELOADING; | 
|---|
 | 648 |   else if (!strcmp(state, "activating")) | 
|---|
 | 649 |     return WS_ACTIVATING; | 
|---|
 | 650 |   else if (!strcmp(state, "deactivating")) | 
|---|
 | 651 |     return WS_DEACTIVATING; | 
|---|
 | 652 |   else if (!strcmp(state, "inactive")) | 
|---|
 | 653 |     return WS_INACTIVE; | 
|---|
 | 654 |   else if (!strcmp(state, "idle")) | 
|---|
 | 655 |     return WS_IDLE; | 
|---|
 | 656 |   else | 
|---|
 | 657 |     { | 
|---|
 | 658 |       PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
 | 659 |       return WS_NONE; | 
|---|
 | 660 |     } | 
|---|
 | 661 | } | 
|---|
| [3583] | 662 |  | 
|---|
 | 663 | /** | 
|---|
| [4885] | 664 |  * converts a State into a String | 
|---|
 | 665 |  * @param state the state to convert | 
|---|
 | 666 |  * @return a String matching the name of the state | 
|---|
 | 667 |  */ | 
|---|
 | 668 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 669 | { | 
|---|
 | 670 |   switch (state) | 
|---|
 | 671 |   { | 
|---|
 | 672 |     case WS_SHOOTING: | 
|---|
 | 673 |       return "shooting"; | 
|---|
 | 674 |       break; | 
|---|
 | 675 |     case WS_CHARGING: | 
|---|
 | 676 |       return "charging"; | 
|---|
 | 677 |       break; | 
|---|
 | 678 |     case WS_RELOADING: | 
|---|
 | 679 |       return "reloading"; | 
|---|
 | 680 |       break; | 
|---|
 | 681 |     case WS_ACTIVATING: | 
|---|
 | 682 |       return "activating"; | 
|---|
 | 683 |       break; | 
|---|
 | 684 |     case WS_DEACTIVATING: | 
|---|
 | 685 |       return "deactivating"; | 
|---|
 | 686 |       break; | 
|---|
 | 687 |     case WS_IDLE: | 
|---|
 | 688 |       return "idle"; | 
|---|
 | 689 |       break; | 
|---|
| [4906] | 690 |     case WS_INACTIVE: | 
|---|
 | 691 |       return "inactive"; | 
|---|
 | 692 |       break; | 
|---|
| [4885] | 693 |     default: | 
|---|
 | 694 |       return "none"; | 
|---|
 | 695 |       break; | 
|---|
 | 696 |   } | 
|---|
 | 697 | } | 
|---|